undeadbobop's Recent Forum Activity

  • Read the error: "Trigger found as subevent to a loop - this is not allowed, IDE will prevent this setup in future"

    I don't know if it works in your context, but using a non-trigger keyboard, such as "key is down" will work.

    Hmmm.... why is that? It is so odd....

    It also works with gamepad object on button index pressed....

    So it isn't like it is a genuine issue with "On" events.

    In my context I have it register both On pressed and Is down, because I have it shoot out 2 separate functions for different uses.

    Might just have to make a work around system, just thinking how now lol.

    It will have to be massive because no "Is any key down" event.

    EDIT NOTE:

    Found a work around

    created 2 global variables, if any key is pressed it changes a value from 0 to 1 for both, when any key released changes that 1 to 0 for one of them and the other gets updated every tick to 0. This would only work with the use I am trying to do more than likely.

    Also using a loop to call a function in a separate loop doesn't work out well either lol.

  • Problem Description

    ____ Any time I put a keyboard event inside a for loop it creates a error and no longer functions, I get a stack trace error.____

    Attach a Capx

    https://drive.google.com/file/d/0B3nfY4x9Y0kueHZjcEsxV2toMEU/view?usp=sharing

    Description of Capx

    This Capx demonstraights the problem I am having as the capx I was working with and discovered this problem with isn't as simple but the problem boils down to this simple demonstration.

    In the project I discovered this I am going into a for loop because I am accessing and storing key code values and gamepad indexs into a 3d array. x = device type(has different events for each device type, this is where the step 3 would be in recreation), y = buttonid/keycode, and z = player/gamepadindex. It saves those values and loads them correctly too. In a seperate event sheet it loads the saved values into the array again, then tests if the button codes are pressed and shoots out functions, again with a for loop, with keyboard events. I was making this as a custom controls template to save time on doing it. But ran into this problem while trying to simplify the project down to as few events as possible. Logically it should work, and does with the gamepad, just not the keyboard.

    I didn't feel it was necessary to upload a 60 event capx if the issue is so small, but breaking literally everything I had planed, this is not flawed logic in retrospect as the issue works perfectly fine with a gamepad, and prior to me having it simplified as such. (it was at 104 events prior to setting up for loops)

    Steps to Reproduce Bug

    • Step 1 insert a for loop, have the index start at 0, name the index something. Keep end 10 if want
    • Step 2 insert a global varible have it be any number between 0 & 10 but not 0 or 10
    • Step 3 Create a event that compares the global varible to the loopindex("name"), make sure this is inside the for loop.
    • Step 4 insert the keyboard object into the project, and insert a On Key Pressed, set it to any key such as A, make sure the event inside of the step3's event
    • Step 5 insert a text object on to the scene
    • Step 6 insert a action inside of step 4's On Key Pressed that changes step 5's text object's text

    Observed Result

    ____ What happens? ____

    A stack error occurs, and the events and actions are ignored.

    Expected Result

    ____ What do you expect to happen? ____

    I expect it to not go into a stack error and allow the action of text to change.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    ____ Your operating system and service pack ____

    Windows 8.1 Pro 64bit

    Construct 2 Version ID

    ____ Exact version ID of Construct 2 you're using ____

    Release 184(64bit)

    built at : 15:42:21 October 9 2014

  • Coin Font — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-sprite-fonts/coin-font-392

    <p>This sprite font has text within coins. Along with that it includes several different variations of the same font with ascetic changes.</p><p>Sprites characters are 64x64 with -15 character spacing, and covers</p><p>ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789.,;:?!-_~#"'&()[]|`\/@�+=*$��<></p>

    Use this topic to leave comments, ask questions and talk about Coin Font

  • Skim Bob Gone Fishing — Now for sale in the Scirra Store!

    https://www.scirra.com/store/games-with-source/skim-bob-gone-fishing-389

    <p>Skim bob gone fishing is a arcade style short game where you try to catch fish. If different fish colors have different speeds, and the more fish you have per line the faster you catch them.</p>

    Use this topic to leave comments, ask questions and talk about Skim Bob Gone Fishing

  • Bus Driver 2d Experience Rush — Now for sale in the Scirra Store!

    https://www.scirra.com/store/games/bus-driver-2d-experience-rush-278

    <p>Bus driver 2d experience rush pro is a game where you avoid other vehicles on the road while trying to survive rush hour traffic on a highway road to who knows where.</p><p>Bus Driver 2d experience rush has now had a major upgrade.</p><p>New engine, new game mode, create your own bus now, and so much much more.</p><p>Game modes:</p><p>Arcade - where you try to get the highest score</p><p>challenge - where you can complete challenges to unlock upgrades to your bus. Drive faster, longer, and survive better with upgrades to your bus.</p><p>You can now create your own bus with "Create a Bus". Make your very own bus how ever you want to with our basic ingame paint program. And do such much more in Bus Driver Experience Rush.</p>

    Use this topic to leave comments, ask questions and talk about Bus Driver 2d Experience Rush

  • This really doesn't work well.... I get gaps even after compiling...

    For games with different canvas sizes you need to do the orignal canvas width or height. I just figured this out because I have a 1080p game and scirra arcade requires a 800 width game at most, which doesn't work well with 1080p, you have to do some canvas manipulation and some layout scaling, and have window width to 800.... which makes it a pain kinda....

    So basically if you have a 1080p game change all the values of windowwidth to 1920 and all the values of windowheight to 1080.... and you will still run into gap problems....

    Also there is a flicker problem if you have a texture such as a side walk where you have the first pixel row darker pixel then the last, at least I had this problem. You have to make the edge of the side walk the 2nd pixel row and the first one not.

    Also the 60 value may need to be changed based off your perspective of speed.

    ... Really wish scirra would have just made titled backgrounds have a scrolling option inside the container this would have made things a million times easier....Unforchently pretty much most tutorials covering this is the same.

  • Found out how, Had to use a global varible to temp save the value to store into a webstorage local key value. But you sir didn't bother to read at all and you still continue to not read and insist my problem is that problem when that problem did not address it. It only said it can be stored locally through browser meaning invoke download. It was talking about saving. Not saving and loading.... Nor did it address how.

    The thing you told me was how to display it. Nothing to do with what I said at all really...

  • Displaying it isn't the issue I already read through that, its like you didn't even bother reading before you replied, saving and loading it into the game is. I wanted the player to be able to create his own character by taking a screenshot of the canvas then saving it in which it would have to be loaded, so like idk they leave or close the game their custom character that they created isn't gone.

  • So basically I am trying to make a layout that allows the user to create their own character with a paint program like layout and it saves by the canvas screen shots, so basically I am trying to get the screenshots to save and load into the game when ever the player selects the option of custom character. webstorage isn't working for saving, and neither is invoking downloading and open from url and pointing to the file location. I am wondering how would I save this and load it into my game? Or am I looking at the whole thing wrong... At the end of the day I am trying to allow the user to create a character to use in my game.

    DO NOT REPLY IF YOU DIDN'T BOTHER TO READ PLEASE. THIS HAS NOTHING TO DO WITH DISPLAYING JUST SAVING AND LOADING.

  • The game itself is just a desert bus inspired game in which I was making in a group of games to take part "Keep the Cash Event" for windows 8. I made all of them with a old school arcade theme like games with scores and highscores. This game seemed to be the most downloaded, and the only one rated on windows 8 so I decided to continue development on it in my free time. To be honest this for me was one of my least favorite as well out of the bunch. I improve it till I was happy with it as well and now I am with 1.1.0.11+.

    Releases

    windows, mac, linux 1.1.1.5

    http://undeadbobop.itch.io/bus-driver-2 ... ience-rush

    After several months I have made improvements, and added so much more to the game.

    Ouya 1.1.0.11(complete Lite):

    The preview before release:

    for ouya.

    https://www.ouya.tv/game/Bus-Driver-2d-Experience-Rush/

    After a nearly a year of trying to get a game on the Ouya I finnally did it with construct 2, and cocoonjs. For the longest time Cocoonjs did not offer support but I tried anyways, got it running but when they finally added support, there was some problems which I worked on hammering those issues out by informing ludei of the problems. There still are a few issues and glitches with it such as doing anything with "On-release" for gamepads don't work with the gamepads plugin, and there is still no way for the developers to access the system button, creating glitches when the users try to bring up the system menu. Those glitches almost prevented my game from ever being published. I hope ludei just lets us have access to the system menu/back button and on gamepads just registers what ever we put for "start" to be the executed code instead. This would prevent some of the bugs at least.

    Googleplay 1.1.0.4(beta):

    When this version first released I was charging $0.99 for the port, within the first month or so it didn't sell. After a big issue with Amazon I ended up making this version free, and the rest of the games I made in the Keep the Cash event. This was in between me trying to get it on Ouya and the Windows 8 port. I have since updated it several times but because of how much I changed in the Ouya version I will have to basically be working with 2 separate versions and updating them separately.

    https://play.google.com/store/apps/details?id=com.danielmusial.bus2d

    Amazon 1.1.0.0(pulled from):

    I was charging $0.99 per game out of the keep the cash event I made, in which I spent a long time trying to optimize each game and making it run smoother and solve some of the simple issues of each game including this one. The games sold mmm ok I guess. But when the time Amazon came time to paying me they screwed me. They were paying me through their Payments service system, in which they pulled my payments account down for a undisclosed issue in which they wouldn't tell me. They were still charging people... They restricted and locked down my regular account, and my developer account. They wouldn't even let me pull the games down myself, the only thing they gave me access to doing was updating, changing description, and title of my already up games, so that is what I did. They didn't like what I had to say... I left a open apology to all the people who bought the games, explaining what amazon was doing to me. Amazon pulled it out of fear that it would reach some media source that they were short ending developers. So if you saw it on amazon and it was pulled that is why...

    Windows 8 1.0.0.0:(alpha)

    Last year I participated in the Keep the Cash Microsoft Windows 8 event in which I had complications in even being a part of. Mostly due to the requirement for you to give them a credit card as a "security measure" even though Microsoft gave my college access to give access to publish to their store for 6 months I think it was. Along with promoting the event. I had less than a whole month to make many different games to participate in it. Taking several months just to solve this problem with microsoft even allowing me to publish a few games I had already made. This version is from that event. http://apps.microsoft.com/windows/en-us/app/bus-driver-2d-experience-rush/b8d2e2f0-d112-4d2a-bfca-5a00307e48a3 Due to issues with performance at that time I had to limit the amount of objects on screen. With the money I got from this event it went right tors development for later versions, and tools.(the alpha basically). In which this version never got a update due to the fact that by the time I was done with the would be update I have already moved on to googleplay & amazon.

  • There is a example of a FPS in construct 2 on the scirra arcade.... its in examples... its called pseudo 3d game test, http://www.scirra.com/arcade/addicting- ... -game-test ,which I thought of a similar concept, before seeing it. 2d images adjusting scaling based off a fake x & y or z positioning in fake 3d space. I also wanted to determine angles of the player is from the object and create 360 different images of each object in which I would have made in modeling software and screen shoted in a highly compressed form to make a illusion of 3d. With arrow keys adusting positioning and scaling mathematically based off positioning then I realized that would end up being a several thousand event game and at that time I didn't own construct 2. Also I'm pretty sure the resource management at that point would crash.

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  • It is a good idea for a shader, simple enough to do with a basic animation though for the general idea. But yeah it wouldn't have the disorientation near the edges unless another effect is applied. But it is more easyer to do now without, thanks.

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undeadbobop

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