SteveTheFool's Recent Forum Activity

  • I think I figured out what i was doing wrong.

    I had set the collision filter on the stationary sprite instead of the moving one.

    It seems to be working fine now.

  • That could work but would be alot to add at this point.

    When i started this project I didnt understand alot of things that could have made it easier.

    I managed to achieve what i wanted by enabling solid when falling and disabling when jumping.

  • The solid collision filter has two options as far as i can see, one is exclusive so it will ignore all sprites with a given tag and one is inclusive so it will only collide with solids that have the given tag.

    i wanted it to start including a previously excluded tag not make that tag exclusive.

    I hope that is clearer

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  • It asked me to make an error report.

    my fault probably.

    the project i was working on saved and loaded ok as far as i can tell.

    Error report information

    Type: unhandled rejection

    Reason: Error: d is null CCG.H@https://editor.construct.net/r416/main.js:316:194 rAb@https://editor.construct.net/r416/components/bars/findReferencesBar/findReferencesBar.js:6:247

    Stack: CCG.H@https://editor.construct.net/r416/main.js:316:194 rAb@https://editor.construct.net/r416/components/bars/findReferencesBar/findReferencesBar.js:6:247

    Construct version: r416

    URL: editor.construct.net

    Date: Sat Nov 30 2024 18:06:07 GMT+0000 (Greenwich Mean Time)

    Uptime: 31163 s

    Platform information

    Product: Construct 3 r416 (stable)

    Browser: Firefox 133.0

    Browser engine: Gecko

    Context: browser

    Operating system: Windows 10

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 16

    Approx. device memory: (unavailable)

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:133.0) Gecko/20100101 Firefox/133.0

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (AMD)

    Renderer: ANGLE (AMD, Radeon HD 3200 Graphics Direct3D11 vs_5_0 ps_5_0), or similar

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_provoking_vertex

  • I have excluded a collision filter tag and now i want to include it.

    I dont want it to be inclusive.

    I cant seem to find this option anywhere.

    I also looked in the manual and can find anything.

    I tried to just enable collisions again but i think the tag is still there.

  • I remade my game from scratch last month and just knowing what i wanted to achieve and what things are possible made things alot easier because of the practice and experience of the first time.

    So just keep doing it. and if it gets too messy, bite the bullet and start from scratch, it will save time in the long run.

  • The last two paragraphs are what im trying to get used to at the moment.

    Alot of things dont seem to work how i expect them to but i get better every week.

    Ive been doing this for about 7 months now and my previous experiance was the game maker in little big plannet 3 and making music on DAWs so although the skills transfer its quite different.

  • Thanks for all the info.

    I looked at that event alot and i tried changing a few things but obviously i kept missing it.

    i thought that because the player1 sprite had been destroyed it was no longer below the destroy line and shouldnt be triggering, this is what i thought i checked.

    I know about alot of that stuff but i had alot of trouble with de-activating the groups before so i thought i would try somthing else.

    Thank you for taking the time to help me learn, i really appreciate it.

  • Thanks, break points will be very useful.

    I looked back at my old project file and that event isnt causing the problem, im not sure what i was thinking when i made that example, i was tired and didnt double check it.

    While i was looking i still couldnt figure it out using break points.

    Just incase you wanted to look i uploaded the file here, its alot to go through for someone else so i expect nothing.

    ufile.io/7hwygxc6

    Its the very start of a game remake so its all over the place but to recreate the bug you do the following.

    open the project

    run project in debug mode

    click the new game button

    move left with A (on the keyboard) until you are infront of the green classic sprite

    stop and jump using space (on the keyboard)

    then when the game start walk off the platform to kill yourself.

    this is when the cpu/drawcalls go up

  • Im clicking a sprite and an event will trigger, everything in the event will work except loading a layout, but it works on the second click.

    other events the load layout wont work at all but everything else in the event does.

    this never happened before.

    i tried uninstalling all addons but it is still happening even on old saves.

    any one have any idea why this might be happening?

    EDIT: It seems to be somthing to do with the draw calls, all sprites seem to be destroying themselves and coming back constantly but i dont have any code that can do that as far as i can see but il keep looking.

    EDIT 2: It was somthing to do with a particular layout, i have no idea what but when i bypass it everything works fine.

    there were no create or destroy commands anywhere for these sprites and i checked to see if the layout could be closing and re loading or somthing like that but i really dont think it could be possible.

    anyway like i said i bypassed it but if anyone has any idea what could have happened let me know because i feel like knowing what went wrong could really help.

    il see if i can upload the project just incase anyone is interested or bored.

    EDIT: i deleted most things so it goes straight to the problem when previewed, just ignore all the sprites and global variables, like i said it was the start of a game before.

    ufile.io/fxv6ttn6

  • Im copy and pasting a sprite with a clear background and it fills with a black background. it never did this before.

    have i clicked somthing to change this without realising?

  • im pretty sure i read somewhere in the documentation or tutorials that html5 or chromium based requires and input for sound, it cant be automatic. something like that.

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SteveTheFool

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Last online 23 Dec, 2024

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