MoscowModder's Forum Posts

  • That doesn't seem to be working either. I've tried every combination of Force Own Texture on and off on the different layers, and either the mask sprites appear black (masking everything above and below) or they don't appear at all.

    Could I see the CAPX behind that example?

  • Okay, I tried that, but now that mask object is covering up both the background underneath the text and the non-scrolling stuff at the top (the words "Back" and "Normal").

  • My situation: I want to have a list of text/images to appear inside of a non-moving box in the background.

    My setup: The background box is on its own layer with Force Own Texture enabled, and parallax set to 0,0. The list of items is on another layer with blend mode set to Source Atop (for the entire layer, not each individual item). The list's layer has parallax set to 100,100.

    Picture:

    As you can see, the "Chapter 1" and "Chapter 6" rows are still visible even though they are outside of the box. How do I get them to only draw on top of the box?

    • Post link icon

    The aforementioned Carnage in Space: Ignition is now also available on Steam. I'd appreciate it if you could add it to the Steam section of the list also:

    store.steampowered.com/app/748650/Carnage_in_Space_Ignition

  • I've been using the Steam4C2 plugin in my Steam game, and I've been told that I don't need to use a plugin in order to use Steam Cloud. How do I set that up, though? I've heard that there is a tutorial for it, but I can't find it.

    I've heard that the basic LocalStorage won't do the trick and I'll have to use the NWJS file features... but I really don't want to make my users pick their save data file manually.

    How do I get this to work seamlessly?

  • Well, this is strange. In both the demo I sent you and my new work-in-progress, the bug is fixed. But in my completed, already-released game (with the same 'engine'), the bug is still present.

    I don't suppose there's any reason the preview & export function might fail to publish the most up-to-date code? I tried clearing my Firefox cache before running the preview to be sure.

    If you could possibly figure out the cause of the same behavior in this stripped-down version of my existing game, that would be awesome.

    Instructions for reproducing the bug are on-screen.

    Still-broken demo

    Regardless, thanks a lot for at least fixing the problem in my new game!

  • Awesome! I'll be looking forward to that update!

  • Thanks for putting that together! I've made a bug report with it attached and am waiting for an official answer. In the meantime, I guess I should consider refactoring a lot of things to avoid the physics behavior.

  • Problem Description

    As stated in this general thread, physics objects will sometimes freeze after I save and load a save state.

    In my own game, the conditions leading to this bug seem to be more complicated, but in the minimal demos provided, the bug will happen most of the time if the physics object has the "No save" behavior.

    After a save state has been saved and loaded, any physics objects (including newly-created ones) will not move at all. After a seemingly-random amount of time, physics will resume and all objects will start moving as expected.

    Attach a Capx

    Physics Freeze Bug3.capx

    Description of Capx

    There are three buttons: "Blood" will make a spray of physics-enabled sprites that fly off in random directions. "Save" will save the game's state. "Load" will load the above state.

    Steps to Reproduce Bug

    • Press the Blood button at least once
    • Press Save
    • Press Load
    • Press Blood several times.

    Observed Result

    Most of the time, the particles will be stuck in place for a while before they all start moving at once.

    Results may be inconsistent so the process may have to be repeated.

    Expected Result

    The particles will begin flying off as soon as they are created, as they did before Save/Load were pressed for the first time.

    Affected Browsers

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

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    Release 252 (64-bit)

  • I took another look through the code, and it looks like nothing in my (real) game project is using the No save behavior anymore. The bug still persists. Has anyone else encountered this before?

  • Okay, well, that's frustrating. In the stripped-down example, removing "No save" fixes the bug. BUT, in the actual game, removing it didn't change anything.

    Anyway, I might switch the blood back to a particle spray, but there will be a lot more things in this game that use the physics behavior.

  • Okay, I've got a really frustrating problem that's been bothering me.

    In both my completed game and my in-progress sequel, physics objects (like the metallic shrapnel or blood that flies off of a player/enemy on hit) will freeze in place after you die and reload a checkpoint. This doesn't happen in the minimal CAPX I built for this purpose so it must be a bug in my code, but I cannot for the life of me find it.

    Here's my working minimal example: https://www.dropbox.com/s/of4l9fsal6ssr7q/Physics%20Freeze%20Demo.capx?dl=0

    As the on-screen text tells you, you can save and load the demo's state with Enter and Space.

    Here's my example with the bug: https://www.dropbox.com/s/gbdxgcf9w2riyaz/Physics%20Freeze%20Bug.capx?dl=0

    This is a stripped-down version of my game, with just about everything irrelevant removed.

    1. Hold D to move right, and you'll run into the enemy and see a spray of red pixels when you hit it.

    2. Run into the enemy again to have it kill you. Notice the spray of red pixels again. The game will reload the save.

    3. Run into the enemy again. Notice the pixels will all stay in one place.

    4. The red pixels may start moving again as if nothing happened after an indeterminate amount of time.

    The relevant code is in the event sheet #Player, under the group "Player Collisions".

    A thousand thanks to anyone who can figure out what's going wrong!

  • Yeah, those sound like neat ideas.

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  • That's a neat concept you've got there! It's really hard to get used to the gameplay, mostly because a) I'll reflexively move both cars (or just the wrong one), or b) I'll move a car too soon and it will hit something next to it. That's not a criticism, just a comment.

    For whatever reason, the full screen button in the arcade wouldn't work on my phone. That's not your fault, but perhaps you may want to consider adding your own fullscreen button?

    Also, are there keyboard controls for this? Since the controls are so simple, it should be pretty easy to support both touchscreens and keyboards (unless you've already done so and I haven't noticed).

    Next, there are some spelling and grammatical errors on the instructions page (like "vehicals"). Might want to take another look at that.

    Lastly, the gameplay seems rather repetitive, with nothing but stationary things to hit and stationary cars to avoid (unless I just never got far enough to see anything else). I think it would be cool to add some random events, powerups, moving obstacles, or whatever else just to keep it interesting.

    Anyway, it's a fun game to pick up and play for a couple of minutes. Nice job!

  • GameJolt page

    (Pretty much everything in this post is also there)

    itch.io page

    (Pretty much everything in this post is also there)

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    (Worth a lot more than 1000 words)

    ------------------------

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