R0J0hound's Recent Forum Activity

  • Typically they are destroyed automatically with two exceptions.

    1. The object is global. It won't be destroyed when changing layouts and will go to the new layout with you.

    2. It has the persist behavior. Actually it probably is destroyed but it's state is retained so if you ever go back to that layout it will still be in the same spot you left it.

  • Sure. Towerclimb is one that comes to mind.

  • kayin

    Looks like I haven't touched this since before C2 had instance variables. I've got a few other projects I need to work but I'll add this one to the list. Layouts with common object types (sprite, tiledbg, text..) along with variables, textures and animations should be doable. Partial support for behaviors could be done for ones with equivalents in both CC and C2. I probably won't have enough time to convert events over, simply because some behave differently in C2 than CC and some even don't have any C2 equivalents. Although adding all the CC events as comments around empty events could prove useful for porting.

    For now you can just export all the graphics from cap files with a tool I made before here:

  • It's probably out of video ram. The first thing you can do is look in the task manager for any previews that didn't close correctly and end them. They usually are called temp.exe, temp2.exe, ...

    The next thing to consider doing is use smaller texture sizes. You can also keep the number of open layouts in the editor to a minimum. Keep in mind that both the editor and preview use vram so when making the game you'll be using roughly a little under 2x the amount of vram your game will use when exported.

  • You use the layer2canvas expression first, the parameters are fairly straight forward, it uses x and y because it also takes into account rotation as well. After that you use the canvas2layer expression to convert the coordinates to another layer.

    the other expression wasn't tested which could explain it not working.

    You could try newts sugestion and just move the background by giving it the bullet behavior and setting its angle of motion to be opposite to the players angle of motion. You then would set its speed to 0.25*player.speed to get the same visual effect a paralex, except on the same layer without the need for coordinate calculations.

  • You should be able to convert an x on a paralex layer to an x that is visually the same as an x of a non paralex later with something like:

    X + (scrollx-view_width/2)*layer_paralex_x/100

    And similarly for y.

    Also alternatively there are some system expressions to do the conversion: Layer2canvas and canvas2layer.

  • I managed to simplify the capx that creates the error to two events.

  • Ashely Ancillary

    Here's a simplified capx that produces the error.

    https://dl.dropboxusercontent.com/u/542 ... r_bug.capx

    To reproduce from scratch:

    1. create a new project

    2. add another layout

    3. in the new layout add a sprite and array, then put them in a container.

    4. In the first layout add two events:

    every tick: create sprite at (0,0)

    system->pick by comparison Array 0=0

    5. run layout for error.

  • To save set the array size to (sprite.count, 2, 1) and use a

    For each sprite

    --- array: set (loopindex, 0) to sprite.x

    --- array: set (loopindex,1) to sprite.y

    To load use

    Array: for each x

    --- system:create sprite at (array.at(array.curx, 0), array.at(array.curx, 1))

  • I think it's the same bug as in ancillary's bug report. It has to do with the "pick by comparison" condition with an object in a container. I perused his capx a bit to see if it can be simplified, but I ran out of time.

  • You can use google instead to search the forum/scirra site like so:

    https://www.google.com/#q=nw.js+site:ht ... scirra.com

    Edit:

    Opps, I need to read better. Newt already posted that.

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  • Here's the one skinkan is talking about:

    And here's another:

    But yeah, it's not really too simple, as both capx of relatively efficient events are both at least 100 events a piece.