Johncw87's Recent Forum Activity

  • *quote snip*

    Ahh, so is there a way of sorting it out so I can have a second instance of the tilemap (for backgrounds) with solids disabled and not trigger the trace?

    No. This is also unlikely to change, as having the Solid behavior continue to have an influence after switching it to custom seems arbitrary. Code-wise, I would either have to used an optimized method that might break in future construct versions, or perform a second search through an already filtered list. I'm not really fond of either solution.

    IMO, this problem of yours highlights the Tilemap plugin's inability to mark a tile as having no collision. Though the Tilemap plugin has improved significantly since its initial release, these sorts of shortcomings are why I don't use it in my projects.

  • >

    > >

    > > *quote snip*

    > >

    > > Here's an example, sorry I used 5 traces, it's just for a experiment, but as you can see, the second instance with the solids disabled still affects the trace: https://www.dropbox.com/s/0p6rkii91i8e4 ... .capx?dl=0

    > >

    >

    > Well, I would like to look at your project, but you've got these other plugins in it.

    > [quote:3p7rp5s8]

    > MagiCam

    > Simulate key event

    > Platform Plus

    >

    >

    While I doubt another plugin is causing a problem, it's still a good idea to keep other 3rd party plugins out of a .capx when you are reporting a bug. But most importantly, I'm lazy and don't want to hunt down and install these plugins <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    Sorry, forgot about those! Here's a cleaned version: https://www.dropbox.com/s/62rf3cy1y7ukn ... .capx?dl=0

    As you see with the delayed function, the added instance causes the tracer to find the obstacles.

    Well, the problem is clear as day! Remember what I said before?

    If you are using the plugin in 'Solid' mode, it will ignore any instances where the 'Solid' behavior is disabled.

    That only applies for 'Solid' obstacle mode. It doesn't work in 'Custom' obstacle mode.

  • *quote snip*

    Here's an example, sorry I used 5 traces, it's just for a experiment, but as you can see, the second instance with the solids disabled still affects the trace: https://www.dropbox.com/s/0p6rkii91i8e4 ... .capx?dl=0

    Well, I would like to look at your project, but you've got these other plugins in it.

    [quote:1wm6j8r0]

    MagiCam

    Simulate key event

    Platform Plus

    While I doubt another plugin is causing a problem, it's still a good idea to keep other 3rd party plugins out of a .capx when you are reporting a bug. But most importantly, I'm lazy and don't want to hunt down and install these plugins <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

  • *quote snip*

    It's for tiles that are non solid and tiles that are solid, can't have both on he same tilemap so I had to duplicate. Actually, ray cast doesn't ignore a seperate instance of the same object that has different solid settings, I tried for hours over the weekend, picking instances of the tilemap, delaying functions to debug the problem and if I have a second tilemap instance of the same object, this time with the solids disabled, it instantly adds all of the new tiles to the tracer.

    I just tested it, and it works fine.

    https://dl.dropboxusercontent.com/u/207 ... lemap.capx

    This is the same test project shown in the OP, but with a second instance of the tilemap. This second instance has 4 tiles, none of which affect the reflecting laser due to its 'Solid' behavior being disabled.

  • Johncw87 Is it possible to pick a single instance to trace? I have two tilemap duplicates, one created at runtime, for handling solids differently to the background tiles, and the minute that is created, the tracer sees all the tiles as obstacles. Can I just have the tracer use the instance with the solid tiles removed?

    If you are using the plugin in 'Solid' mode, it will ignore any instances where the 'Solid' behavior is disabled. But why are you using the same tiles in the foreground and in the background? Don't you think that would get confusing?

  • >

    > How so? It sounds to me like you just need 1 trace object and a for loop. Or is there a reason you need to keep information about a trace after you apply damage and effects?

    >

    While I could create one weapon with a loop, I plan on having multiple enemy's, all also using hit-scan weapons. I believe this could not be done with a loop.

    I think it could be done easily with a loop. Easily enough that I decided to throw together a little test:

    https://www.dropbox.com/s/st41in3pks8luiy/hitscan_test.capx?dl=0

    Since I used the turret behavior's shoot trigger, I didn't even need the loop! So, just for kicks, I made 4 of the turrets have a 'shotgun' weapon (which required a loop).

  • Will you try to add support for multiple arrays? I know you can do it by create multiple Trace objects. But I am trying to create hit-scan weapons, and with guns like a shotgun, to is very inconvenient to create up to 10 different Trace objects.

    How so? It sounds to me like you just need 1 trace object and a for loop. Or is there a reason you need to keep information about a trace after you apply damage and effects?

  • Sometimes Mario bumps a block, but the block does not work, how can it be fixed?

    In the cases where this happens, what is supposed to happen is Mario continues upwards, passing through the block, while also being pushed to the left (or right) to get him out of the block. Construct 2's built in platform behavior does not allow for such fuzzy collisions (nor do I expect it to). Working around this would defeat the purpose of using Construct 2 to begin with.

  • I can't reproduce any issue on Windows 10 64-bit with an nVidia GTX 1070 - it looks like this, which AFAICT is correct: https://dl.dropboxusercontent.com/u/15217362/9patchrendering.png

    It never changes as I scroll/zoom around.

    A key thing missing from that screenshot is having another, large project loaded into the editor at the same time. I thought I made that pretty clear. Load multiple large projects, just to be sure.

    http://i.imgur.com/AWnaaEL.png

    Even the grid is missing (which is unusual for this bug).

    2) it ought to reproduce in both the 32-bit and 64-bit versions identically if it's a logic problem with C2's code, since we compile the same source code for both builds.

    So this seems like it could be some kind of 64-bit driver issue, but I have to admit, I'm not sure. These kinds of problems are notoriously borderline-impossible to solve. We've had a bunch of them in the past. At least this isn't a serious one - we've had "C2 crashes on startup on all Radeon cards of this model" in the past...

    While I've never seen it myself, there are potential problems that can arise when compiling for 64-bit. The only thing I can think of though, is making an assumption that pointers are 4 bytes long. Perhaps a pointer is being stored in a variable that is only 4 bytes long in the 64-bit build? If I were you, I would take a close look at any pointers that may be stored on the same struct or class that contains any OpenGL transformation matrices.

  • Your 'Construct 2\exporters\html5\preview.js' file must have been modified in some way, either by you, by another program, or maybe even by a failing hard drive.

    The first line in that file is supposed to look like this:

    // ECMAScript 5 strict mode
    [/code:67crg4dh]
    
    This is just a comment, so it should be impossible to have an error here. Since you got 2 different error messages, whatever modified it must still be doing so. It's probably a failing hard drive.
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  • 404 - File or directory not found. ?

    I'm a month late on this, but the Mario clone I made has been re-uploaded here. You can download the source from MFGG if you want to see what makes it tick.

    I don't know if the other one has been re-uploaded.

  • Does turning off effect rendering fix the issue for you? That's a solution we've been provided for the same report, along with: Your drivers are at fault because it always is so

    Yes, I mentioned that in the post I edited a bunch in the previous thread. I also mentioned here in the steps to reproduce "Make sure the project setting 'Preview Effects' is enabled" because turning that off makes the problem stop. You probably didn't read the whole bug report, so I'll just tell you again that the 32-bit Construct 2 does not have this problem.

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Johncw87

Member since 21 Feb, 2014

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