Arima's Forum Posts

  • The easiest method would be to make a box or sprite, make it solid and put one along each edge of the layout.

  • Upon creating a new group, two things happen - it shows up at the bottom of the event sheet, and it doesn't deselect the currently selected events if there are any. If would be very helpful if the group would appear right after the currently selected event and deselect the selected events to they aren't accidentally moved along with the group.

  • Actually, I think that's part of the point. Construct appeals to artists because it makes coding possible for them.

  • Another congratulations! Construct has really come far!

  • Hmm... sounds similar to this bug.

  • A better way to do it would be to deactivate the controls of the platform movement, and set a variable of some sort (or if animation dash is playing), set x velocity to (speed). That way the platform movement doesn't reactivate partway through a solid, teleporting it to the top.

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  • [quote:1y7tg8ro][quote:1y7tg8ro]Using round(.X) etc like Arima suggested is a quite good method and gives better results. But still you may get stuck where you shouldn't or detectors that are supposed to stop when they overlay solid objects actually stop 1 pixel before. Therefore other events may not be triggered...

    I wouldn't advise this purely on the basis it will make motion less precise and you lose the smooth rendering.

    Good point. I suggested it because I was guessing that the game he's making might have been using pixel art, which can look odd if rendered halfway between pixels. A better way to do it and retain the precision of the floating point placement is to have one sprite that's the platform object and a separate sprite for the animations that's set to the rounded position of the platform base object.

  • I don't know how much it'll help, but if part of your issue is the sprite being rendered on partial coordinates you can always set its x and y to round(.x) and round(.y). Not sure what else to tell you.

  • My tests weren't in fullscreen. All the .exes were at 640x480.

  • She was getting the error before I started using the new Xaudio2 (Didn't use it until .976).

  • Err... hmm. I sent her a few new .exes... and after deleting everything in the .cap and resending it, it works.

    I also sent one blank except for a box and the other with a canvas, both gave the error.

    Edit: Tried a few more:

    blank with sprite crashes

    blank with gradient crashes

    blank with mousekeyboard does not crash

  • I have a friend who's getting the same error. I've been trying to find out what one it is, too. She can run a blank exported .exe, but if I take out everything from the .cap except the sprites, it still crashed. Does construct continue to include the plugins even if the objects have been deleted?

    So far, it's one of these:

    sprite (doubtful - I played another game on her comp with sprites and it worked)

    gradient

    canvas

    mousekeyboard

    box

    Pivel shaders:

    glow

    additive

    overlay

    color filter

    bullet movement

    I think that's everything.

    Edit: I exported the .cap after deleting everything from it, and it's substantially larger than the other .caps I exported (the ones that are blank except for a box, etc). It would seem that plugins are left in the .cap.

  • They might have named the child after what the character was named after - as written in the Kabbalah of Judaism, the ten attributes of God. http://en.wikipedia.org/wiki/Sephiroth

  • That's quite possibly this bug.

  • Huzzah! You found the bug I was trying to find in one of my games.

    This is an issue with the collision mask - or something like it - because if you do the steps you mentioned then click in the middle of the layout when it's running (where the sprite would be if it could scroll to it), the sprite rotates.

    It's like the collision mask has 'unbounded scrolling' on, even though the layout doesn't.