ZeldaVerde's Forum Posts

  • Hey Diego, I'm thankful that you were willing to take the time to try and help me, but I felt bad making you do it so I continued looking and found out the problem.

    What happens is: I have an object with the Fade behavior (fade in: 0, wait: 0.2, fade out: 0.001) that is also synced thru multiplayer, and it appears that when multiplayer tries to destroy it on peers after it is destroyed on the host, both it and the Fade behavior queue the destruction, making for 2 calls (as you've described) that are causing the exceptions.

    On that note, it also seems there isn't a way to disable the Fade behavior in runtime (as in the "time of running", not the runtime object) for me to do it for peers, or am I mistaken?

  • Yes, and I can't just make a minimal project because I have no clue where the issue is. Would you be willing to take a look at it then?

  • So what can I give you to help? Also, I'm pretty sure nothing is being destroyed when it happens, at least not externally (by my code).

  • Yes, exactly. What then?

    edit: could you maybe tell me what methods internally call getInstances() so I can look for places where I use those?

  • Yes that seems logical enough but I tried that immediately as I do and couldn't quite figure it out clearly, seemed a bit "random". Is there any way to maybe log whatever 'e' is, internally, for _FlushInstancesPendingDestroyForObjectClass(e, t) so I can then track it?

  • Hey Diego, thank you for taking the time. I was just looking at the new 3D features btw and I'm super excited, congrats on the work!

    Anyway, what do you mean exactly by "when your game produces the error"? If you mean what occasion causes it, I am clueless.

  • So my game has thrown this: drive.google.com/file/d/1o6EYyW2GTv3MywgYJPW1sWVmRGZW2MGU/view

    and I have no idea what it is.

    In the exception it says the error was inside an internal script of Construct (runtime.js) and I can't figure out what's wrong neither from reading the exception nor from reading what I can from runtime.js from the f12 menu.

    Tell me if you need any other piece of info and thanks in advance.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • In "Multiplayer game example" for example, why are the input instance variables given the client input value tag when synced? What does this do?

    Also, I might also ask, what exactly does "Associate object with peer" do?

    Tagged:

  • This is about the Multiplayer plugin if that is not obvious.

    In the documentation it says syncing does not work with containers, but it seems like it also doesn't work with hierarchies (children are not created). Is this intended? If so and if I have players with separate sprites for their animations, is there any "official" or intended workaround I'm supposed to do?

    Tagged:

  • Thank you!!

  • Is there a way to call a function I made with events in an event sheet from Js/Ts?

    I'm making a game entirely with scripting but want to have the events multiplayer actions (which are very nice shortcuts). As there are no equivalents in the API, I thought of putting those in functions in an event sheet and then calling those from script.

    Can you do that?

  • You and anyone with similar issues. I'm not trying to be argumentative, nor negate the usefulness of your ideas for C3. My intent was suggestive and I'm only trying offer some helpful advise. You don't know what you don't know. If you had never worked for a studio before, maybe you are unaware most studios have development workflows that would help you avoid the issues you are having now. Best practice is doing all the planning, pre-production like design and prototyping before moving into the production phase. If you already know this, great! If not, I hope it helps.

    fedca I mostly agree, but not what I meant.

    No need for all the apologizing, it's ok. I do disagree tho, it is a big process of trial and error. There is a reason software like these are called "editors" not "creators" tbh.

    The usual workflow, as you said, is to prototype first. You make a barebones version of everything you imagined and then you slowly develop all the things to a more and more finished state. But that means a lot of editing, not less editing.

    As for skymen's take, I just think an engine's interface is all about you not having to do everything from scratch in a text editor.

  • Maybe I don't understand your situation, but wouldn't better planning solve your problem? Maybe know exactly what you want before making too many levels that might need changes?

    Are you asking me or skymen?

  • Why not allow us to add layer effects at runtime? This would be a lot easier, I've done engine hacks in the past that let me do it, and it would completely skip the whole problem if we can just setup all the layers at runtime manually.

    Oh please no, that is still very convoluted, we need better. This would maybe be nice for other cases but not as a solution for this.

    Ashley I'm not sure exactly what is meant by batch changes, but could that still work in combination with the templates idea?

    I could be wrong, but it sounds like they're asking for something like this:

    I had imagined this per layer not per layout but that actually makes a lot of sense for solving my original problem.

    having the option to just make the changes at runtime means we can just generate all the layers on startup which is also a good option and completely eliminates the problem.

    It isn't? It would be very odd to work with.

    Somehow including layer order/structure with an error if it can't be done?

    I think that that is not needed, the same way layer hierarchy doesn't affect global layers. BUT you've just reminded me that I originally created this thread not only because editing layer properties across layouts was getting bad but also because editing the entire layer hierarchy was, so that is important too.

  • Our feature request guidelines have a section titled "Please do not try to claim your idea is simple or easy to do"

    I do know you have that in the guidelines and I completely agree with it. That is why I was pretty much already apologizing for saying that. But I said it because, as Tokinsom also stated, maybe you just weren't understanding what we wanted. But yeah, sorry.

    It probably gets even worse if you want things like a template layer to be an override of a global layer

    As we've stated before, layers wouldn't be global and a template/replica at the same time, it makes no sense.

    Please do realize still that something to solve this is needed, as it makes it a nightmare to develop any game with multiple layouts as multiple levels or anything like that, which seems to be the intended workflow.

    The batch changes idea I've already given my opinion on, but of course, and fortunately, I'm not the only user of Construct.