Aphrodite's Forum Posts

  • Same here (except I have flash, it is just click to enable it), the player in the tutorial section uses flash instead of the "html5" player, perhaps it depends on how they are included or something like that? I'll leave a Tom tag just in case.

  • https://1drv.ms/u/s!AjkoCSebIn9JixGkmfKK87AMBeBp I changed it so it uses an instance variable (called fire_timer) to have the 2 towers shooting at a different pace.

    maybe you can work out with that.

  • you might want to check the timer behavior for your towers rather than using the wait action.

    https://www.scirra.com/manual/167/timer

    I've made a quick exemple (I added a rotate effect with the rotate behavior just for fun) https://1drv.ms/u/s!AjkoCSebIn9Jiw8M5tPJp_4lOs7g

  • for the last one, I think we can consider Group2 to be true (active), so the else isn't trigerred.

    I think internally C2 treats groups the same way as the "Is group active" condition

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  • the music does not stop unless you tell him to, so if you restart the music on start of layout, that may be your issue.

  • the cacklebat/ dark magic thing on shantae and the pirate curse was a nice way to make the player explore the game, the bad side is that it was needed for fighting the true last boss.

    basically you have cacklebats throughout the game that are more or less hidden, and need specific abilities to be discovered, you fight them and collect dark magic upon their death, collect all 20 and you can access the real ending and final boss forms.

    Warioland 3 had note coins in each level, find them all in the game and I think you unlock something (another minigolf challenge I think)

  • Danwood I see that occuring as well on preview in the opera browser, might worth investigating

  • the origin of the Sprite2 object has to be left and it works (see the image editor to edit image points)

    https://1drv.ms/u/s!AjkoCSebIn9JiwT3jKTZf57ygKnU

    EDIT: ninja'd

  • you cannot expect, when using float numbers, to have a perfect accuracy all the time, due to how computers handle the numbers in memory (0.3 in binary is something equal to 0.01001, which is close to 0.010011001100110011001100110011001100110011001100110011 but not exactly that), so this is actually a bug that is quite innevitable, thus you have to take it in account (by rounding the number accordingly)

  • Problem Description

    in the link listed on the index.html on export and on preview for browsers that do not support html5, the link http://www.google.com/chromeframe returns a 404 error (due to the fact chrome frame isn't backed up by google anymore I would assume), I know it is kinda irrelevant nowadays but still.

    Attach a Capx

    https://1drv.ms/u/s!AjkoCSebIn9Jim4-JGBE219uEdHM the capx file, doesn't do much, it's just a blank project with one keyboard condition to prevent the user from tabbing out of the game

    https://1drv.ms/u/s!AjkoCSebIn9JincVQyBf7sTI5oen the index.html file, presented as a text format

    Description of Capx

    It does nothing particular, just export it as a website

    Steps to Reproduce Bug

    • open the capx
    • export the capx
    • open it in an incompatible browser and click on the google chrome frame link
    • see the 404 error

    Observed Result

    the link is dead

    Expected Result

    to not have a dead link

    Affected Browsers

    • 404 error so not browser related

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r233

  • MadSpy the error is quite off (as the result is not 6 but 0.6) so I do not think this is the only issue here.

    Angiel I couldn't reproduce the issue on my side, it gives me 0.5999999.. which is close to 0.6 and is to be expected (0.6 is not a finite number in binary) as madspy pointed out (I suggest you round the result to something like the 6th decimal to have the correct result if you happen to have innexactitudes like this)

  • 99Instances2Go I tested your capx and there is a small innacuracy compared to the formula (around 15 more pixels for a 900 pixels jump if I am not mistaking, which is about 1.7%, on Edge it seems to be varying more sometimes, but that may be my computer), I agree it is not that big but we do not know how accurate the OP wanted to predict it, I am also in the latest stable.

    We actually discussed that difference in another topic and ashley suggested a solution to the issue but does not seem to have it implemented yet.

    (also sorry that you had to take time to figure out the formulas, I know those are not that easy to calculate)

  • I could be wrong, like totally wrong, but I'd think it is because it's a trigger event and not a regular event under the else. Maybe something the plugin maker or Ashley could explain, as I never used Else with a trigger under it.

  • or you could use the formulas at the end of this topic message: to adjust the jumpstrength of the ennemy relative to the height you want to achieve (I do not guarantee perfect accuracy due to how C2 works, but each time we saw it innacurate, it was slightly higher and so reached the platform anyway, except in case of a big fps drop)

    JumpStrength = sqrt(2*H*Gravity) would be the formula you are looking for I think (Be sure that the H value is positive when you use it, or else you'll have a math error)

  • tdcostas it is not a perfect solution but this can help https://www.scirra.com/tutorials/442/ho ... onstruct-2 (keep in mind a capx file is just a zipped project folder)