birdboy's Forum Posts

  • Can't reproduce your problem in chrome or firefox. Are you using the C3 runtime? I did the tests using the C2 one.

  • Well, that's strange. Wanna post a screenshot of your logic or the test project file?

    Tried to recreate what's visible on your screenshots and everything works fine in preview as well as in remote preview with firefox and chrome.

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  • I'm using mouse all the time but I've never encountered this problem. Perhaps there's a flaw in your logic?

  • Does this 2 event export jank for you, or is it just my imagination ?

    No jank on my PC except for a small hiccup in the beginning. No jank on my iPad Pro 10.5". Low amounts of weak jank on my OnePlus3, seems to vanish when being charged.

    Tested on PC with:

    Chrome 69.0.3497.81 and Firefox 62.0

    i7-4770k and GTX 1060

  • I'm trying to understand how to do, even using only this two lines i can't get it to work. Both are 32x32 sprites with collision 32x32 polygon.

    The code you posted works but I guess it doesn't deliver the result you're expecting.

    Here's a quick demo I put together to demonstrate how overlap at offset works.

    dropbox.com/s/p5s3cpygccmu8eu/overlapAtOffset.c3p

    Left and right arrow to move the player left and right. Click on the + and - buttons to change the offset amount. The barely visible version of the player is a visualization of where the overlap is being checked.

  • It's hard to know what exactly you're trying to do. Could you post the rest of the logic for moving left?

    One thing to note is you're checking for the overlap in a trigger event (indicated by the little green arrow) which only happens once. So the overlap at offset will only be checked in the exact moment of the button press if you don't have another check somewhere else in your logic.

  • Imagine 'Is overlapping at offset' like this: it takes the sprite's collision polygon, moves it from its current position by the x and y values specified, checks for overlaps and returns it to its original position. You can think of the x and y values for this function as if they were Sprite.X + entered x value, Sprite.Y + entered y value.

    ImagePointX() and ImagePointY() however return the position of an image point on your layout. For example, if your sprite moves to the right both it's own X and ImagePointX() get bigger so the offset at which you check for an overlap gets bigger.

    To fix this you need to enter a fixed value that doesn't change depending on your sprite's position, for example a simple number.

    Finally because this is in relation to the sprite's position if you want to check left or above you need to use a negative value.

  • dop2000 Thank you for taking the time to test it! I tried to test it myself but my solution for testing was really stupid compared to yours and didn't yield usable results.

    R0J0hound Thank you, for explaining this in detail! That's exactly what I was looking for but couldn't find anywhere.

  • Hey there, I have a short question about picking instances.

    Is picking instances by UID/IID more efficient than by comparing an instance variable?

    To my understanding picking by comparing an instance variable scans all existing instances of an object to find matches. UID/IID in contrast are unique, so does this mean Construct immediately picks the correct one without having to scan instances until it finds the matching UID/IID?

    Edit: This is purely theoretical, I understand that performancewise this won't matter 99,9% of the time. I'd simply like to know what's happening under the hood!

  • I am of the same opinion as

    The readability right now is really bad for me personally. scanning threads feels hard for my brain to process. I think it's a combination of the spacing and the much more aggressive colors.

  • That's a new chromium "feature".

    Chromium bug

    Corresponding blog post by Ashley

    Edit: Oops, I didn't see that there are two pages in this thread, only read the second one. I guess this has already been clarified.

  • I think nearly everything important has already been mentioned. I've worked on a few small mobile projects in Stencyl and it's quite fun to use. Unfortunately the whole thing feels really dead, there's still some development going on but it's slow as hell and there's nothing happening on the forums.

    The best thing I can say about it is that the way you build logic is the closest thing to real programming I've encountered and it's also really good at teaching you a lot of principles of real coding. Because of this learning takes a bit longer and progress feels slightly slower in the beginning but over time you'll get better at building reusable logic.

    So, here's a quick subjective comparison:

    o Stencyl is fun to use - Construct 3 is more fun to use.

    o Learning and building stuff with Stencyl takes more time than with Construct 3

    o The way you build logic in Stencyl feels a bit closer to real programming than in Construct 3

    o Stencyl's development is worryingly slow - Construct 3's development is super fast and the devs are insanely active

    o Stencyl has native export - Construct 3 doesn't

    o Testing your project in Stencyl and the software in general is slower than Construct 3

    o Construct 3 is web based and can be used on a lot of devices with a browser - Stencyl can only be used on Mac and PC

    o Stencyl's forums feel close to dead - Construct's forums feel much more lively

  • Are you serious?

    They stated in their 'A year in review' post that we'll be soon getting our hands on the new runtime. How about we give them a little bit of time to get things in shape.

    I really don't wanna be in Scirra's shoes these days.

  • We can't help you, your link is broken.

  • My first guess would be mispositioned origin points.

    Check if your animations have their "Origin" image point in different locations (e.g. the fall animation's one is centered while the idle animation's one is at the bottom).