Ashley's Forum Posts

  • It's because the physics engine relies on TimeDelta, and TimeDelta has inaccuracies. In two executions of your game, the sequence of values for TimeDelta will usually vary somewhat. This has knock-on effects, and like the fluttering of a butterfly's wings causing a hurricane, the physics engine will sometimes play out a different sequence of events.

    I can't make the physics engine framerate dependent (ie. force it to play out identically each time) - that would cause more problems than it solves - as the article on TimeDelta explains.

    However, I don't think it sucks for Physics games. It does introduce an element of randomness - but in a game like this physics game - it is nearly impossible for the player to set up an identical game twice in a row - so you'd never notice. You should still be able to design physics puzzle levels that are easily possible - a realistic setup will result in the ball rolling to the target every time, for example. It's only if the whole thing hangs by a thread that any element of randomness might prevent, for example, the ball rolling down the slope to the destination.

  • Actually, I think you are really overcomplicating this by wanting to use an array like that. You can track the X and Y co-ordinate in the array of the player and the individual enemy coordinates by variables, more arrays, lists and so on - it's possible - but there's a much simpler way...

    Why not just position three kinds of sprite - Wall, Player and Enemy - in a 10x10 grid? Then to detect walls, you can use ordinary detector sprites, or test if a wall sprite exists at an X and Y co-ordinate in the layout, use ordinary events to move the enemies, and so on. That's much simpler. With arrays you'll end up with a big, fiddly mess of variables, cell co-ordinates, and generally an eventing nightmare. Arrays have their uses - providing the entire engine for a game probably isnt one of them!

  • Check your PMs even if it says [0] in the titlebar SuperV, it doesn't seem to be updating your PM count.

  • I might just pitch in and say I agree motion blur is probably best off here - nothing's moving very fast either, so fairly slow scrolling plus motion blur equals 'softened' graphics, which is unfortunate for very nicely drawn pixel sprites!

  • Yeah, I don't know what caused the profiles thing.

    As for PMs, there's a quirk. I assume the number after the PM link is meant to be how many unread PMs you have, but mine is always stuck on "PM [0]" no matter how many unread PMs I have...

    If you send someone a PM it goes in your Outbox. When they read it, it's moved to your Sent box. So the above quirk probably means not everyone is reading their PMs, which might mean your PM is left in the outbox...

  • Haha, it'd be funny if somebody used one on this forum... just in case you couldnt figure it out why they were here

    Oh, and bonus points if you make your userbar link to scirra.com.

  • The board is set to use an activation email. Are you sure you can log in without activating?

  • [quote:e4pkw2m3]- [FIX] Crash with multiple families with movements

    Does movements mean behaviors?

    Yeah - hopefully families with behaviors work OK now. And I do believe Box2D has an unlimited world size!

  • 'Pick by evaluate' checks the expression for every object, and picks it if the expression is not zero.

    You can use the OR and AND expression operators to do advanced picking, for example:

    Pick by evaluate (Sprite.X < 500) AND (Sprite.Y < 500 OR Sprite('Flag') = 1)

  • Is the "button" object locked to the top layer?

    Yes - it's a window control, and like edit boxes, list boxes and so on, these cannot be layered and are always on top. That's how Windows draws them.

    If you're making a game I'd recommend using Sprites for buttons - the window controls are intended for applications, precisely because they have these layering limitations.

  • These are all ideas originally planned to add to the object bar - but many didn't make it to this build. Eventually the object bar will completely replace the object list in the layers bar. Rest assured we'll get there eventually!

  • it doesnt seem to verify saves made with the autosave feature

    Ah - I just checked and it's true - autosaves aren't verified. In this build, to ensure your saves are verified, turn off autosave. However, I can't reproduce any crashes with autosave - this build didnt actually change any of the autosave code. I'll get autosaves verified in an update which should be only a day or two, because it's important!

    I'LL GIVE YOU A BIG KISS!

    Don't forget the other guys. I can only take credit for about a third of this!

  • OK folks - download it again if you have downloaded it before reading this. Same link as before. That'll teach me to fiddle with important things The behavior named 'Box2D' is also removed in this update: to reiterate, the 'Physics' behavior now uses the Box2D engine instead of Newton physics. There is no longer a Newton powered Physics engine in Construct.

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  • Woops. Going to patch this one up quickly, watch this space.

    Oh, and there is no old Newton physics engine. The 'Physics' behavior uses the Box2D engine and its designed to be backwards compatible - I'm not sure where the Box2D behavior came from!

  • Yeah, did I mention it's good to have you back? I'm sure I did