bjp's Forum Posts

  • 6 posts
  • Not supported is fine, crashing is not fine. The former is an open feature request, the latter is a bug. Dragging between projects currently has bugs. Copying and pasting isn't working for me yet, but I'll look into it in more depth and make a new bug report for that separate action if appropriate.

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  • The tutorial does NOT strongly recommend against using 'set position' and 'set angle'; it says that avoiding them makes things more "realistic". In this case, I'm positioning something before letting physics take effect so 'set position' is exactly the right tool to use. I'm sure I could hack a workaround together in order to not use 'set position', but the real solution long-term is for you to fix the bug.

    Here's a fix for the bug you described: when the user has an event that sets the velocity of the physics object, mark the object as having a velocity change. If an object being teleported is also marked as having a velocity change, then set the velocity of that object to the user-defined velocity rather than 0 following the teleport. If the HTML5 defines the teleport to happen at a different time than would make sense for the user, then solve for the change in position between those two times and apply that difference to the teleport target.

  • Hmm, yes, the behavior is exactly as you describe. It sounds as if the behavior is intended so I withdraw the bug report, but it still seems as if the button should enable when there is only one thing that could possibly be run (a single layout in a single project). So, feature request: it would be nice (in my opinion) if the button would always be enabled even when it is ambiguous which project should be run. In the ambiguous cases, it could simply pick one based on whatever algorithm seems most appropriate. Of course, I place much less importance on feature requests than bug reports.

    Thanks for the response!

  • As far as I can tell, the Run layout button in the upper left corner never works properly after a project is closed from the workspace. Specifically, follow these steps to reproduce:

    1. Open Construct 2
    2. Load any project (Run layout is enabled; as expected)
    3. Load any other project (Run layout is disabled; not ideal, but not a bug per se since the "active project" is no longer necessarily defined)
    4. Run one of the projects by right-clicking on it in the Project explorer (Run layout is now enabled; as expected)
    5. Close either project
    6. Run layout is now disabled

    I'd really like to justify buying Construct 2, but I think this is the buggiest product of this scale that I've used (except for video editing software a decade ago)

  • Basically, I wanted to add an explosion for certain events so I opened up the Particle explosions example and tried to use the Particles object from there, but Construct 2 crashes. I have verified that the following steps result in crashes on my system 100% of the time with n=6.

    1. Open Construct 2
    2. Load Chuck.capx
    3. File -> Open
    4. Load examples/Particle explosions.capx
    5. Drag Particles from Projects:Particle explosions/Object types to Projects:Chuck/Object types
    6. Right click on Particle explosions in Projects and Close project
    7. Don't save
    8. Double click Layout 1 in Projects
    9. Drag Particles onto Layout 1
    10. Construct 2 crashes (Construct 2 game creator has stopped working)

    If I skip steps 6 and 7, step 9 does not cause a crash. However, I'm still unable to drag and drop the Particles object type onto Layout 1 (I am able to drag and drop other object types onto Layout 1). The really frustrating thing is that I don't even actually want to add an instance of Particles to Layout 1. I'm forced to because if I don't, I get the message "Assertion failure: No default instance when creating object. You must have at least one instance of every object type in at least one layout. This will be fixed in a future build..." when I try to have the System create Particles upon a collision.

  • I made a very simple slingshot game to learn Construct2, but when the projectile is released, usually the projectile just drops straight down (as if Bird.Physics.VelocityX and VelocityY were set to 0). I would be posting in a different group to figure out what I had done wrong except that a different, similar program written by someone else exhibits the same behavior; a lot of the time, the projectile just falls straight down out of the slingshot. But, there does seem to be some kind of difference because the projectile falls out of the other person's slingshot maybe half of the time whereas my projectile falls down most of the time.

    To try to debug, I added a text box that is set to str(Bird.Physics.VelocityX) just after the Bird's VelocityX is set. Strangely, it always displays correctly (a number between 0 and 600), but the Bird often just drops (as if Bird.Physics.VelocityX is 0). How can the bird possibly fall straight down when I've verified that its Physics.VelocityX is large? My only conclusion is that this must be a bug in Construct2 that sets Physics.VelocityX to 0 after the event.

    I'm using release 103.2 64-bit (downloaded yesterday) free version, rendering with OpenGL 4.1.10750 on an ATI Radeon HD 5700 Series (shader language 4.10). The file for this project is here. To reproduce, simply click and drag the character backwards and down, and then release. Repeat 10-15 times to see how often the problem occurs.

  • 6 posts