R0J0hound's Recent Forum Activity

  • statham

    I purposely didn't add and conditions to compare expressions of the behavior. You should use system-> compare or pick by comparison with the expression to do it.

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  • Not really. The errors are passively logged so it's hard to know what causes it. You could try a trial and error approach to run your game for a bit, try some things, close, and see if any errors were logged. Maybe to speed things up you could somehow check when that file is created or modified. That's something outside the scope of C2 but there are ways that can be found with google. With either approach maybe you could narrow down what causes it.

    You could also use a debugger or try recompiling nw.js to stop when those errors occurs so you can check what causes it. Neither sound easy though.

  • randomly

    If you just want to mark the point it hits the ground then you can either just set speed to the bullet's speed or if the ground is flat you can just calculate the impact x directly by taking these two equations and solve for x:

    y = initial_y + initial_y_velocity*time - 0.5*gravity*time^2

    x = initial_x + initial_x_velocity*time

    which would be:

    x= initial_x + 2*initial_x_velocity*initial_y_velocity/gravity

    if the bullet was launched from ground level

  • Ashley

    That makes sense. It would be a nice to have though. I guess I was imagining the ui highlighting the picked instances in a similar way to what happens when you select an instance from the list.

  • If your game doesn't crash they're not fatal errors. I have no idea what causes them.

  • Searching around the net it looks to be related to the chromium browser which nwjs is built upon. That said it appears to be a general error and many cases that cause that error have been fixed in chromium and nwjs updates.

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    Dropbox is no longer letting you host webpages like that. It only stores files now.

    See here:

    The solution is to use some other service to host a webpage.

  • If the debugger could let you step one event or condition/action at a time and be able to inspect what is being picked then that would probably satisfy the op. Also would it be possible to set break points in triggered events and let you step through that?

    Currently debugging events is something new users have trouble with. More advanced users resort to logging text or visualizing what's picked somehow manually. Debugging more complex events usually requires disabling most of the events and building it up a little at a time while visualizing what's picked. In some cases advanced users can mentally run through the events as they read it to find what's amiss but in most cases it's easier to scrap it and start from scratch.

    Anyways being able to debug events at a finer level would be useful in helping new users with the nuances of the event system and advanced users to identify where their events are failing.

  • You can also add effects to layers or even the layout.

  • With full access to the physics library you can disable gravity for certain objects by applying a force to cancel the acceleration of gravity. However it must be applied before the gravity is applied. In the chipmunk behavior you can do this in the "pre step" trigger.

    For the physics behavior disabling gravity and manually is the way to go. I haven't tried the apply force action for a bit but if it's not possible to not apply a force to the com then you could instead calculate the torque and cancel it out. The formula for that is easily found with Google and the only snag is converting the distances and angles to the units used by the plugin.

    Edit:

    Here's info on converting units for the physics behavior:

  • Yes it is possible. The plugin does nothing to help, but you can do it by other means.

  • it's hard if the browser doesn't support that. Actually I can't think of any other way of saving a screenshot other than doing the screenshot button shortcut on android.