boolean's Forum Posts

  • It's been on our todo list for a while, hopefully we'll get round to it soon!

    You guys ever thought of having a public todo list like this?. It seems there is a post or two each day saying "it's on the list!". Might be handy to have a place to check before asking.

  • Cheers, will do. Should be fairly easy to just use mod on the timespan for this. Just wanted to make sure I wasn't missing something obvious.

    Am I the only one who finds it a little strange that it doesn't reset to zero when the level restarts? I'm surprised people haven't run into more problems with it.

  • Am I just doing something wrong, or does the "Every X Seconds" not reset when you restart the layout? The problem is I have some enemies that fire bullets every 3 seconds, but if I restart the level in, say, 2.8 seconds, they start firing too soon when the level begins.

    Is there a way around this?

    Today's been a baaaad day for programming...<img src="smileys/smiley18.gif" border="0" align="middle" />

  • You can implement something like this yourself with events

    R0j0hound suggested something similar a while back using the player position and lerps. It works pretty well, but given a large gap or small enough sprite, unless you increase the loop to a really high level it's still possible the lerp doesn't hit the intended object. Ray casting would fix this issue, but while I was able to get some basic versions of this working in C2 I just can't get the logic working 100%.

    but I guess we need to add Classic's old 'instant hit' or exact-collision bullet behavior feature back to C2.

    That would be fantastic if you could!

  • Any chance of getting something like this in C2?

    As others have posted in the past, the collision detection for C2 is pretty unreliable. Small objects, fast moving objects, changing window size during game, all cause objects to miss their collision. Other engines such as Box2D and Unity have systems that take into account, so it's disappointing to see C2 relying on the old 'teleport the sprite each frame and hope it hits' method, especially when it's being used on platforms as unreliable as mobile.

    Are there any plans on upgrading collisions to C2, or is the collision system seen as finished? I have a few features in my game that would benefit wildly from this.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Also make sure you add "capx.backup" to your ignore list. This thing can get to be huge in size (mine is currently 14MB).

  • Should it not be doing this by default? It seems everything else in C2 has a line like:

    mx = this.dx * dt * this.rightx;

    my = this.dx * dt * this.righty;

    push_dist = Math.max(Math.abs(this.dx * dt * 2.5), 30);

  • I found out tonight, if you are saving the json anywhere to be used at a later date, the plugin will throw an error if you add any new instance variables to your game after the json has been generated. I'm not sure how people are using the sprite bank like this (in my case it's for a map editor).

    It's easy enough to jump in and fix the json, but it's still probably good to be aware of before making sweeping changes to your game.

  • Ahhh, I see. So the condition is saying the object was clicked, and now as the next condition rolls up and the animation has been set, so it's true. Mmm, I guess that does make sense.

    Confusing, but you are correct <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'll try setting up the else statements and see how that goes.

    I have to agree with the thread that Potato linked to, R102 made more sense.

    I understand that, as far as the tick is concerned, animation state two has been set and the mouse has been clicked. But it should be able to determine that I didn't click on animation two, I clicked on animation one. As far as I can tell that is incorrect to register me clicking on animation state two.

    It might be hard to solve this behind the scenes, but I'm edging from 70% convinced to 98% convinced that this is a bug <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'm a little confused over the intended behaviour of the situation below.

    I have a sprite with 3 animations. On the condition "On Object Clicked" I set the animation to the second state. The strange thing is that then the event directly below it also fires.

    <img src="http://i.imgur.com/bkOis.png" border="0">

    Sample Capx

    Now I understand that because of the green arrows these events will fire immediately, plus I understand the order the scripting language runs in (top to bottom). What I would have expected though is that the second event should fail because I've not clicked on the second animation yet - the mouse button is still down, I've not released it. If these were "on mouse down" conditions I could understand, but they are on mouse click and I've only clicked once. I only expect the event to fire once because of this.

    Should this be working or am I thinking about this the wrong way?

  • wgfunstorm: Just so you know, the .zip file I uploaded only contained runtime.js to avoid people confusing it with your original version. The version you have up for download only contains that file. You might want to update that.

    This new version contains all the files for the plugin. I also split my array logging off into it's own function so it doesn't conflict with yours. This lets you still use the object logging function as well as the array logging. My original version overrode the object logging to get this to work which worked fine as an optional tweak, but if your replacing your plugin with it mine it's probably best to have them separate.

    Glad people are finding it usefull <img src="smileys/smiley1.gif" border="0" align="middle">

  • I'm getting this error both in my project and when I run Kyatric's.

  • Bleh, don't use text objects. Instead I highly recommend using the chrome console plugin.

  • Wow, this is good. Really really good! It's a great idea for a game mechanic that I don't think I've seen before. Good polish (the minimap is a nice addition), nice sound effects, great controls.

    Awesome stuff!