MoscowModder's Forum Posts

  • Hello! I've got another game to put on that (rather short) GameJolt listing:

    https://gamejolt.com/games/carnageinspa ... ion/270042

    Thanks for maintaining this list!

    Edit: The game is also on itch.io now: https://moscowmodder.itch.io/carnage-in-space-ignition

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  • That's what I thought too, but switching it to release configuration, deploying it to my PC, and running it from the start menu doesn't help either.

    Note that the framerate is fine - it's *only* the input that lags.

  • I've found a distressing issue when trying to make a Windows Store build of my game.

    When I test it in Chrome from Construct 2, play the HTML5 version from my website, or play the Node-Webkit build, everything works correctly. But when I deploy the game from Visual Studio and play it, my keyboard controls sometimes have some really bad input lag. Sometimes, I may be walking one direction, then I press the other direction to turn around and it takes an entire second to stop moving forward.

    Has anyone else ever encountered input lag like this in Windows Store versions?

  • I'd like to make two versions of my game - a demo version to put on my website (with only the first couple of levels) and a full version to put in stores.

    I realize I could just make a global variable to tell if the game is in demo mode, but I'd rather not have to toggle that every time I make the builds for every update.

    Is there an easier way to do this?

    One way I thought of (if only I could pull this off in C2) is to make the game look for the presence of a file which has a variable (0 or 1) in it. The trouble is, the only project files C2 seems able to access are ones that are part of the Construct 2 project and will get exported with the game.

    Alternatively, is there a way to tell if the game is being played on a certain URL? Or tell the difference between playing in the browser or playing in a Node.js wrapper?

  • Wow. You just solved a problem that's been stumping me for 2 years. Thank you so very, VERY much.

    It was a bit of a hassle to copy all of the relevant animations with their moving "hand" image points from the player to the movement object, but with that done it works perfectly.

    Seriously, thanks a lot.

  • Bummer. Well, thanks for letting me know.

  • I've got a song (and very likely going to be several) that start with an intro, finish the song, and then loop back to the end of the intro. Is it possible to set the loop start point of a song, OR to set the playback position of a song to a specific time (example: set position to 0:08)?

    I can always get the songs split into 2 audio files, but I'd much rather handle looping in a "nicer" fashion. Can I do that?

  • Turns out you were on the right track, R0J0 - the very next event after the screenshot did something similar but picked Claw_Top where UID equals Claw.ClawTopUID. I swapped that out for a pick by unique ID, and the problem was solved. Thanks for the tips, people!

  • I don't see how a for each condition would help - I only want it to happen to one pair of the objects.

    Here's a screenshot:

    Claw = ObjA; Claw_Top = ObjB; CutscenePoint = Marker

  • I have a strange issue with multiple sets of objects interacting with each other.

    I have two objects, let's call them ObjA and ObjB, which are part of a pair. ObjA keeps a reference to ObjB's UID. There are multiple pairs of ObjA and ObjB scattered throughout the layout.

    I also have several of another object, let's call it Marker. A pair of ObjA/B are supposed to perform specific actions together when ObjA collides with Marker. The trouble is, it seems that EVERY pair of ObjA/B will perform this action when one touches a Marker. If I delete all but one pair, the remaining one behaves as expected.

    This is my code (approximately):

    • On ObjA collision with Marker + Pick instance of ObjB by UID stored in ObjA:
    • - If Marker.variable = 1: ObjA do thing 1; ObjB do thing 2
    • - If Marker.variable = 2: ObjA do thing 3; ObjB do thing 4

    Expected: One ObjA touches a Marker and does its thing 1, while its attached ObjB does its own matching thing 2.

    Result: One ObjA touches a Marker and EVERY ObjA does thing 1, and EVERY ObjB does thing 2.

    How do I ensure that only the ObjA and ObjB uniquely picked at the top are the objects selected in sub events?

  • BurningWood: Yep, your game doesn't play either.

    fldr: That fixed it! Thanks!

  • That makes sense, but unfortunately now it's been saved in 213, I can't open my project again in 212.2. To make things worse, after I upgraded my computer I apparently forgot to enable backups on this one, so I can't even go back to my last save in 212.2. Is there anything else I can do (potentially even editing the version number in the XML)?

  • I've a perplexing problem! It began just tonight, when I downloaded r213.

    When I run my game locally (preview mode), it works just fine, but...

    1) The minification process no longer works. It warns me about needing 64-bit Java, but I know I already have 64-bit Java installed.

    2) When I try to start the game in Chrome (from my server), I get a console error saying "Uncaught SyntaxError: Block-scoped declarations (let, const, function, class) not yet supported outside strict mode". I looked at the source, and sure enough, the script had a let expression with no mention of "use strict".

    Why is this happening? The live copy of my game is currently unplayable (black screen - not even a loading bar)! Help!

  • That makes a lot of sense, actually. I think I will try that.

    Thanks!

    Edit: Tried it and it works. Still wish I knew what was wrong with Line of Sight, but at least I can continue with my game now!

  • I've got a bizarre problem in my project. I'm trying to use the Line of Sight behavior to make some rotating cameras that will spot the player. Seems simple enough. But sometimes (about 80% of playthroughs), the "Has Line of Sight" condition will never be true.

    The behavior's obstacles mode is set to Solids, and I've got one big tilemap covering the entire layout where I fill in any square that needs to be solid.

    Does Line of Sight have any known bugs with solid tilemaps?