AnD4D's Forum Posts

  • ggibson1 I finally (carefully) created my array, and created the JSON... but Construct 2 doesn't accept the JSON when using the load JSON action. Why is that?

    I found I had to create a capx from the program, then heavily edit it just so I could get my data. The generated CAPX doesn't even create the array. It does, however, generate 139 random events I have no interest in, but understand some people might like them.

    In the end, it just generates the array in the exact same way I would have needed to within C2... which is what I was trying to avoid.

    The whole reason I got the program was so that I could use the load JSON command.

    For me, it's just broken and cumbersome.

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  • Does this program have an undo function? I spent ages building an array, then dragged a single cell to the far left column to see what would happen, and it suddenly replaced the entire row above, meaning I just lost loads of data. Not realising what happened, I tried again, and just lost another row of data.

    Why is that a feature?

  • After many many months of waiting, I finally bought this.

    I'm getting bugs every couple of minutes.

    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an object.
       at System.Data.Index.CompareRecords(Int32 record1, Int32 record2)
       at System.Data.RBTree`1.SearchSubTree(Int32 root_id, K key)
       at System.Data.RBTree`1.GetNodeByKey(K key)
       at System.Data.RBTree`1.GetIndexByKey(K key)
       at System.Data.Index.RecordStateChanged(Int32 oldRecord, DataViewRowState oldOldState, DataViewRowState oldNewState, Int32 newRecord, DataViewRowState newOldState, DataViewRowState newNewState)
       at System.Data.DataTable.RecordStateChanged(Int32 record1, DataViewRowState oldState1, DataViewRowState newState1, Int32 record2, DataViewRowState oldState2, DataViewRowState newState2)
       at System.Data.DataTable.SetNewRecordWorker(DataRow row, Int32 proposedRecord, DataRowAction action, Boolean isInMerge, Boolean suppressEnsurePropertyChanged, Int32 position, Boolean fireEvent, Exception& deferredException)
       at System.Data.DataRow.EndEdit()
       at System.Data.DataRowView.EndEdit()
       at System.Windows.Forms.CurrencyManager.EndCurrentEdit()
       at System.Windows.Forms.DataGridView.DataGridViewDataConnection.OnRowValidating(DataGridViewCellCancelEventArgs e)
       at System.Windows.Forms.DataGridView.OnRowValidating(DataGridViewCell& dataGridViewCell, Int32 columnIndex, Int32 rowIndex)
       at System.Windows.Forms.DataGridView.CommitEditForOperation(Int32 columnIndex, Int32 rowIndex, Boolean forCurrentCellChange)
       at System.Windows.Forms.DataGridView.ScrollIntoView(Int32 columnIndex, Int32 rowIndex, Boolean forCurrentCellChange)
       at System.Windows.Forms.DataGridView.ProcessDownKeyInternal(Keys keyData, Boolean& moved)
       at System.Windows.Forms.DataGridView.ProcessEnterKey(Keys keyData)
       at System.Windows.Forms.DataGridView.ProcessDialogKey(Keys keyData)
       at System.Windows.Forms.TextBoxBase.ProcessDialogKey(Keys keyData)
       at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
       at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
       at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)[/code:o0xlg9av]
    
    How do I stop this?
  • I've never been a fan of the current version of sprite font in Construct 2, but I was hoping C3 would be a little different.

    And I wasn't disappointed! The fact that we can now see changes we're making to the font in real time is wonderful! Thank you for that!

    However, my concern is with individual characters. Will we be able to make changes to them during runtime?

    For example, if I want to have a sentence, but have 1 word a different colour than the rest? I see you've used the replace colour effect in some of the example games, but that will change everything.

    Also, might we be able to change individual character positions during runtime, allowing us to get wobbly or rippling text?

    I don't currently see much difference between SpriteFont in C3 and SpriteFont+ in C2.

    • Post link icon

    I've only tried out C3 for a short period, but I found it slick and smart. Also, seeing it in my browser was great!

    I am working on a game that may be able to utilise some C3 features, so will make the jump at the end of this month!

  • > But we are testing pretty much C2 on browser.

    >

    On launch, C2 didn't include an image editor, a physics engine, tilemapping, social media integration, complex collision polygons, multiplayer, not even half the exporters or publishing plugins, web-font support, lighting, positioned audio, LOS, debugger or profiler... the list goes on. I know a lot of these things are missing from C3 at present - but this team is no slouch! Have a little faith.

    I was one of the first adopters of C2, and the thing that sold it to me was the physics engine

  • newt Yeah, that's pretty much what I'm trying to do. I have 4 of the same objects, all a part of the same family. I want each one to find the nearest other version and assign it as a target.

    As I said, I've done it a few times in the past, but they were somewhat convoluted. I saw this example on this forum, and thought I'd give it a go, but can't see what I'm missing.

    I can post the capx I'm working on, but one needs the Chipmunk behaviour to get it to work.

    https://dl.dropboxusercontent.com/u/542%20...%20nk2.3a.zip Will post the capx shortly.

    Nevermind, solved it. I had a line above that which was only looking for a certain variable, and it was throwing everything off.

  • I've seen this pop up quite a few times and read up on quite a few examples.

    The problem is I can't see what I'm doing wrong with this. The Player sprite is part of the Players family... but it's not working the way I imagine. I'm only using 1 sprite for all the players.

    Instead of setting the "ClosestEnemy" variable to the number assigned to the closest enemy, it appears to be setting it to the enemy with the lowest number.

    I've seen people do similar with more events, and I myself have done so, but I'd rather not go through the hassle of complicated code when I know it can be done with only a few lines.

    I imagine I'm close, but I can't quite get it right.

    Can anyone help?

  • I mean on special offer. For now I can do the same things with a browser and an excel spreadsheet. I'd rather use this, but not for £20.

  • Just Super.

    Could you give any insight into the process for release on Wii U?

    and thoughts on why others like Aurel's The Next Penelope could not be made to work on WiiU >>>

    https://www.scirra.com/forum/the-next-penelope-2d-f-zero-ulysses-31_t95911?&p=1100460#p1100460

    cheers.....

    I can't get too much into the actual process, but I can say that it's the worst part for me. If you intend on making a cheap tacky game, then it's probably pretty easy, but if you intend on making something with substance, it can be hard to make something that the big N will approve the first time around.

    The Next Penelope didn't work on the Wii U because it was too good a game, basically. The framework used by N wasn't all that powerful, which made making ambitious games extremely challenging, and sadly, in some cases, impossible. Keeping a steady/stable frame rate is really challenging, even in games like Scribble.

    You really have to know the ins and outs of Construct 2 in order to make it worthwhile. Either that, or settle for making shovelware that people will simply review poorly.

    Hopefully things will be better for the Switch.

  • Just realised that I've released a few Construct 2 games now, yet haven't really mentioned them on here.

    I bought Construct 2 very very early on in its development, and over the years have slowly learned pretty much every in and out there is. In fact, I now rarely see a 2D game which doesn't cause me to say "I could make that".

    This is Scribble, a game that was release on December 15th of last year. It's an asymmetrical game for the Wii U. That pretty much means it's a multiplayer game that gives different players different experiences.

    It's an 8 player game, based on the classic board game, Pictionary.

    The player with the Wii U GamePad has to draw a certain image in a certain amount of time. It also comes with multiple modes and what I've called "Mutators" that change the way the game is player. For example, sometimes the GamePad screen is covered in ink, making drawing harder, or your drawing is horizontally mirrored, meaning you have to think in a different way.

    The game is scoring really well. In fact, the lowest review score it's received so far is from a Spanish site that misunderstood the instructions, but even then they scored it a 6.8/10.

    Nintendo Life - http://www.nintendolife.com/reviews/wiiu-eshop/scribble

    GamesReviews.com - http://www.gamesreviews.com/wiiu/wiiu-reviews/12/scribble-wiiu-review/

    Pure Nintendo - http://purenintendo.com/review-scribble-wii-u-eshop/

    Digital Chumps - http://digitalchumps.com/scribble/

    It just goes to show that you really can make professional games using Construct 2!

    • Post link icon

    zenox98 I updated my post... which is now full of irony

    • Post link icon

    AnD4D You do not understand what i mean

    por cierto te lo dire en español

    No hay más necio que el que no quiere entender ni aprender.

    They said: By the way, I'll tell you in Spanish

    There is no more fool than he who does not want to understand or learn

    So I replied:

    Tal vez la barrera del idioma es un problema.

    Which means: Maybe the language barrier is a problem.

    • Post link icon

    >

    > >

    > > I hope that the subscription model fails miserably and so learn to listen to the community

    > >

    >

    > Ah, that's poor form. You shouldn't ever wish failure on anyone. It's easy to be bummed, but take a breather on that thinking.

    >

    You're wrong, it's not personal, I do not wish bad things to anyone, I was going to buy C3, but I do not want a subscriptions system, that's why I want it to fail, but I do not want C3 to fail, only the subscriptions system

    can you understand it?

    No, you're wrong! It's very personal.

    You said "I hope that the subscription model fails miserably and so learn to listen to the community". First of all you're saying that you personally want it to fail...

    Second, you want it to fail so that you don't have to buy a subscription system. That sounds pretty personal too.

    If the subscription system is a massive success, then that's only a bad thing for you, because you don't want to pay it.

    So now you're coming across as inconsiderate, selfish and lacking in moral character. Finally, the fact you came back to argue against these blatant points also makes you foolish.

    As I keep saying, I don't care about the subscriptions. People want to learn Game Dev? Learn using Construct 2, or any number of other dev tools. I'll try C3 for the first year, then weigh up my options.

    Just please, Scirra, release some actual features that game developers might find useful or interesting, not features that are only really interesting to you guys.

    So far we've just seen what looks like Construct 2 working in a Chrome tab. I haven't seen anything worth an upgrade price.

    Speaking of which, Chrome crashed on me yesterday out of the blue. Gave me cause for concern...