Alcemon's Forum Posts

  • Same issue here.

    I am getting it even without having any project opened

  • Many thanks! Sorry to have missed it.

  • Is anyone else having 9-patch objects after installing r133?

    While corners are ok, different 9-patch objects are reusing the same horizontal and vertical components even when clearly they are different. This happens even on run, not only on export.

    Still not confident enough to report it as a bug, so just asking if anyone else is having these issues.

  • Thanks a lot

  • Thanks everyone for the responses, this indeed will become a great reference.

    thehen About performance, how slow/fast is this setup for PC (and mobile if you have also tried)? Finally, how big in diskspace did your background resources end up being?

    Seems that this the way to go to achieve very polished medium to small levels. Maybe for larger levels (which is not my case for now) a tilemap based solution would be needed.

    Thanks again for the replies

  • Hello all,

    I reached the point where I seriously need to start considering non-interactive backgrounds in my current project and I was wondering what would be the "right" way of doing nice looking multi-layered backgrounds in C2.

    Now, I've read quite a good deal of posts in the forums and from that I take away the following points:

    1) having huge images saved as backgrounds is not advisable, as this takes considerable computing resources (specially in mobile)...and it's really a brute-forcey way to go around.

    2) Full tilemap implementation is not available (it is implemented through sprites in 3rd party plugins though). The official tiled background object in C2 just allows you to define 1 tile and repeat it according to the size of the object.

    3) People usually point towards the way Rayman Origin builds its backgrounds. That is, repeating a lot of 'prop' sprites like trees and rocks and using size, color and other transformations to introduce variety

    So 3 seems the best way to go. Is there anyone who successfully implemented this method? If so I would like to ask him the following questions:

    a) Performance-wise, how heavy is it on PC and mobiles? Any disadvantage

    b) What special advantages does this method have? For example, if they are all sprites, can you animate some of them for added impact?

    c) Tips and Tricks for doing it right, limitations from C2, etc.

    Also, if anyone can also post their own success stories with this or other background methods (for example 3rd party or dynamically generated maybe) it would be extra nice :)

    Cheers and thanks in advance

  • I would also advise to rename all your objects and globals that start with numbers to avoid headaches.

    When fiddling with numbers I constantly got suggested to use the "2hitcombo" object I previously had.

    Maybe its better to start the autocomplete from the 2nd character and forward? Not really sure

    Really a nice update overall though

  • Just did, I can confirm that it works.

    Thanks Ashley

  • Hello everyone, loving the new patch. One quick question though.

    The new patch has the following change:

    <font color=green>'Pick by UID' is now not invertible (use 'Object UID exists' system condition instead)</font>

    Can we still use ELSE events after it and would they enter if the Pick by UID failed to pick an object with that UID?

    Thanks, again loving the change. I am a big Pick by UID user (I use this to do event inheritances in families and better modularize my code).

    Thank you for this

    Everything looks tasty but I do really believe that Tilemaps (which were supported in Clasic so maybe some code is salvageable) are what would benefit a larger amount of games.

    The "convenience" choices like debug, modularity and instance search are that....conveniences. Anyone that has been using C2 for longer than a month has already learned how to "dance around" those limitations.

    And yes, I agree with the people in this thread saying that it's too early for multiplayer. It is a big feature for you to implement, a hard one to use and not all games want to be multiplayer anyways.

    Anyways, my 2c. I would be happy regardless what you choose to throw our way <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hello, I had this problem some months ago and since I could not find a clean solution, I just applied an upward force every tick that approximately cancelled gravity on the one object that I needed to be gravity free.

    Hope it helps

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  • Hello everyone, is there an official way to read the boolean attributes "Immovable" and "Prevent Rotation" from the Physics behavior?

    From the event interface you only get access to "is sleeping" and even when you go for systems expressions like "Sprite.Physics.?" you cannot access them (probably because they are boolean).

    As a workaround, I created instance variables to store these values but I was wondering if there was an easier way or if adding these to the event graphical interface was eventually planned.

    Thanks in advance, as always quite happy with C2 <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hello all, I am also slowly moving forward to the point I need something similar.

    How do people feel about using XML? That should also be a fairly customizable solution.

  • +1 To the list of users afflicted by this bug (Windows 7 Enterprise, Intel GPU).

    I wasn't able to realize the sequence of steps before but getting these has been consistently destroying hours of my work (as I explained in this thread asking for auto-saving)

    Keep your work safe with C2's backup options ?

    Kyatric , I use this to its fullest most paranoid settings and it will still not protect your work from this bug unless you break your concentration to manually save.

    This is why I think a timed save is necessary.

  • Hello there AnD4D

    1) About reverse animations: I also got a (more complex) workaround although I must confess that I did not try your method before. Thanks for the tip I will certainly experiment with it.

    Still, this is not an official way of doing it (it's not in the manual). Seems like all the machinery is in place though.

    2) About Tiled Backgrounds. The ones currently supported are a bit of a black box. The manual doesn't tell you much about the algorithm for tiling (size, does it recognize mirrored tiles).

    I haven't made an in-depth search on the subject on the forums and there is bound to be some info around. What I know is that there are some plugins around trying to provide a more "orthodox" tiling functionality.