kayin's Forum Posts

  • http://kayin.moe/Plugins_and_Effects_for_CC.zip

    Mirrored this just in case. Gotta make sure those of us stuck supporting CC content forever have access to this stuff.

  • Ported everything over and released it to testers. There were bugs that had to be squashed but uh... NOT A DISASTER. THE SYSTEM WORKS. IMPROVED PERFORMANCE. \o/

  • Oooh here's a new one. Thankfully not python related so I can worry about that a little less, but I save all the level layer data and like what groups to enable in an ini and on one level the parallax was mucked up and it's because it was saving 90% scroll ratio as 89 (I'm... guessing internally the scroll rates are like "0.9"? or whatever, thus the error?). Saving it as a string gives me "89.9999923706055". Fun. Well, I don't use any decimal layer scroll rates so a simple round fixed that. Dammit floats, I'd hope you'd at least work accurately on whole numbers. >:|

    Kinda wondering if I should do that in the python script too. Like, round to the nearest second decimal or something...

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  • I'm SHOCKED i haven't bumped into that function one yet. Also shocked the level loader is working as well as it is. Still kinda slow going moving the levels over because I need to tweak things, but aaaa I'm terrified anything goes wrong because I'm always afraid it's going to be some impossible construct bug.

    We need to form the CC Survivors Club.

  • Hm. Well, it's tolerable as is, so not the biggest deal.

    Small note (both for myself in case I take a break from this or if someone else tries it)... Seems like some objects can sometimes cause crashes on level transitions. Like, you spawn an object, don't do a lot with it and then call it in the next layout and it crashes? And it seems just adding an event (whether or not its true or not like angle = 99999) for that object in the layout before seems to fix it for... some reason? I've had this happen with a total of 1 object and I've tried to recreate the issue and can't. But... whatever, I guess?

  • No? Huh, I would figure it wouldn't matter if it was the same exe. Does this get generated the first time python is used? If so I might use try and invoke it at a different time (like at the start of the game rather the first time someone selects a stage from the map screen). Again, not a big deal even if I can't change it, but if I can slightly improve the user experience that'd be rad. (Sorry I'm asking insteads of testing but the game is still in a messed up state as I port everything over)

  • Okay random question! So far a super minor issue is the first time a level loads there is a big lag.I'm GUESSING it's construct compiling the python? Because all loads after that are super high. I know using your caploader, I've seen PYC files pop up which I assume are compiled code? Would it be possible to point to a pre-compiled file to remove that lag? It's tolerable and far more preferable to the old state of the game which involved 'taking a million years to load the game on slower computers',

    I'm asking this instead of doing this because I tried to do this and keep getting different errors because I don't understand python. >_> Seems if I do "sys.path.append(System.AppPath)" to be able to import things and run the script I get an error globsal name 'System'' not defined error. Again, this isn't critical, but I figure I'm probably missing something small.

  • Getting things working but also getting some crazy float errors in the saving (a 1.1 variable saving as 1.0999999046325684 for example) but I'm having a hard time thinking how that could even be avoidable if its a problem. =/ I guess this is such a minor error though that it should never come up as a problem though.

    Oh for anyone going this route (Ahaha I doubt it), I got a bunch of strange behavior with container objects. I don't think that'll be a problem for me (and if it is anywhere, I can work around it), but generally speaking, only save the parent object.

    Anyways the float issue aside (which again, I GUESS isn't an issue since I've already had to work around rounding errors in general but sorta just makes me a little queezy), integrating things is going well!

    edit: 2 days into porting stuff over and fixing minor things. None of the float issues have been a surprise (not exactly surprising, considering how common rounding errors are even in the best of times) and no other major snags have come up.. So... This... works. :O AMAZING. I won't feel totally safe until the whole game is adjusted over and I can send it to testers, but this is exciting.

  • It works! God I really need to do something nice for you when this game is finally out. x_x

    Hopefully this will be the last python related snag so I can stop pestering you so much.

  • Wait when you run the cap or compile the cap? I don't get that error in either case, which is... strange.

    edit: In case the issue is with opening it, I tore out some unused event sheets that might have caused that. kayin.pyoko.org/forrojo3.cap Not that it seems like you have the time to do much anyways. Capitalization is the same.

    It's weird to think of things being mucked upside the cap but the object in question working perfectly fine. Hm...

  • Ugh more problems. Getting tons of errors like -'NoneType' object is not callable-. I've identified at least two of these out of the huge list and they're... normal, sprite objects? The only thing special with them is they were in the family with the dash - in their name that got fixed by the python fixer... but even after I delete the family, the issue persists. The object (EnergyUp and HealthUp) saves fine in the old rojo test file I sent you which makes me think the fixer is doing something? But that's just a faint guess. Anyways sorry to keep going back to you but this one is -definitely- over my head. <img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral">

    http://kayin.moe/forrojo2.cap

    Edit: also if I clone the object, the new object works fine?

  • Getting back to integrating this (probably my next big project for the game) and fixed the size bug. Just had to set size after setting animations and bam. ANYWAYS I have one tiny problem.

    So when stuff is all set up, animations are paused. I've tried throwing obj.ResumeAnim in a million different spots or just actually addressing objects and other stuff and it seems ResumeAnim is busted in python? or am I doing something wrong? Because it would be MUCH easier for me to be able to use python to restart the animations on the object list I'm providing rather than having a huge list of things to manually restart. Or I can put every animating object into a family. and restart that (I've... had some shadiness at one point with multiple families but I don't know if thats actually a construct bug or was just something I screwed up years ago?). Still if you know anything about restarting animations through python, let me know, but I guess it isn't really critical seeing as I have a backup solution.

    edit: Actually thinking about this, I don't need to save the animation frame ANYWAYS if I'm saving immediately (which I would be doing for a production solution) so this might be totally unnecessary. But if its just a simple tweak, let me know.

    edit2: Actually just ran into another snag. using the dump of objects name leads to an error of "more than 255 arguments". As in the dump works but using it with the saving code does not because there are some 700+ objects.I suppose passing a list of as one argument would be preferrable. I can maybe work that out with my very minimal python knowledge tomorrow, but of course any help is welcome.

  • That's wild that even works.

    Okay I am left with one question!

    So if you take my example cap and change it to save "Latern" and you load the lantern... the size of it is all mucked. The width gets set to a value that makes no sense (18.somothernonsense). I thought it might be because it 'loops to' an dhas sprite parts of difference sizes and other such issues but it was impossible for me to recreate this in your example.

    I can work around it in this one case but it's one of those things that's like "Oh uh.. is this... alright? This isn't going to fuck anything else up is it?" so knowing why it happens would be very useful. D:

  • So the problem with this is like... what's the best way to do selection since creating objects by name doesn't seem to handle selection right?

  • Yeah I mean making a list of like 700 objects is a pain but it's a doable pain. Any way to rip a list of object names out of a cap? (I'd have a much easier time excluding stuff not to save, but it's not a huge deal).

    Curious to hear what the 'not quite actually an object' issue is though. Hopefully not another deep inset construct nightmare. D: