Sir LoLz's Recent Forum Activity

  • I am getting an error that the project file cannot be opened. I get this error from the console.

    main.js:29 [Project] Exception opening: TypeError: Cannot read properties of null (reading 'sid')
     at projectResources.js:1:494563
     at Array.find (<anonymous>)
     at t.vC (projectResources.js:1:494543)
     at t.vC (projectResources.js:1:452875)
     at t.pKs (projectResources.js:1:714292)
     at t.FZs (projectResources.js:1:766662)
     at async t.DZs (projectResources.js:1:766141)
     at async window.UCn.nIn (main.js:29:1229990)
    

    sid looks like it relates to a link. so a link must be broken. But I can't tell what sid it is referring to. when I search the project file I don't find a null

  • Hello.

    Instead of making peer objects as they join. Their ID is added to a list that the host keeps besides other information regarding the player. (their team, chosen vehicle. ect)

    when the round starts all players go to the loadout and then the host makes the vehicle for each peer.

    however peers seem to get the wrong vehicle. on their end they get the wrong peerID when the object is made. As if they get it backwards. As you can see from the photo the peers on the left see the same tank on the blue square as belonging to the same peer. but the host sees it belonging to the other.

    update:

    it seems to be related to initial objects. I removed all instances of the tank from the layout and now peers always see the correct peerID. Before when there was one on the layout but it was destroyed on entering it seemed to cause peers to see the wrong ID when an object was made.

    Tagged:

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    Some of my effects have broken. They show up in the installed plugins window but I cant add them to my project. listed is Glitch, But other effects do not show either.

    I don't mean to cause trouble. But considering I payed for both the editor and effects I don't like they are conflicting with each other. These may get updated in the next stable release sure. But not all addons are so lucky.

  • The whole point of an orthographic view is the distance from the camera doesn't affect the size. You could try scaling the layer/layout instead.

    That does not fix my issue it seems. Also the orthographic view does not fit the preview window despite being on letterbox scale. I get the point is that distance does not affect the size and that is the desired result. so that objects maybe behind a wall on the corner won't be obscured by it's relative perspective. But not being able to choose the orthographic scale limits it's usefulness.

    Blender has a orthographic scale option in it's camera settings. could something like that be added to the 3d camera object?

  • Done.

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  • I am using the raycast behavior on a canvas to create custom shapes based on collisions. But when I use the Fill Polygon command (blue) it renders in a glitchy fashion. yet the Draw Polygon Outline (red) works as intended.

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    Link to the project folder

    https://drive.google.com/file/d/17F7y-pLOX73_4ne47KxPWc695odBgkxl/view?usp=sharing

  • I want the 3d camera to be able to zoom in and out. but it's always stuck at the same distance. I have tried changing the fov and the canvas size. but neither produce the effect.

  • Sir LoLz Try different versions from recent comments in this post.

    For example:

    https://www.construct.net/en/forum/construct-2/addons-29/behavior-easystar-js-96215/page-12#forumPost1091235

    thanks. that fixed it

  • I have a canvas object and I want to save the image to a sprite. but it never loads on the "on snapshot" trigger

  • Heyo. I tried importing the C3 addon. but when I try to use it construct 3 can't start the preview. am I missing something?

  • That is a good system. I will consider that. though I may want some physics such as being pushed.

    I found a better method than what I was doing before though. I poll each pixel around the player every time they move a certain amount. and create dynamic solids as needed.

    On the left, the player is climbing a ramp by an edge. The pixels on the left are green because while they may be higher than the player. They are below a climb threshold I set. (player.z + climb) So the player can freely move there.

    On the right, though the player is on ground level. The elevation above is taller than the climbing threshold.

    these are calculated at the player's current height. So any jump/fall the player is doing will be factored into this dynamic solid creation.

    I am very pleased with this because it is dynamic and does not need me to do any walls beforehand. It goes off the already existing height map. I will optimize it later but it's a good proof of concept.

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Sir LoLz

Member since 1 Oct, 2014

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