Colludium's Forum Posts

  • Regarding the changing layout problem: it's difficult to guess what might cause this, but here I am having a go anyway so I hope I don't waste your time.... It seems possible that the click/touch event is either firing twice or registering on a subsequent layout, causing this mayhem. Add a time check variable to your events so that you delay checking for a second click until, say, 0.25 sec has elapsed from the previous.

    I cannot help with the other problems - sorry!!

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  • Are you running the game with Full Screen in Browser set to off in the project properties? I've noticed some weird layout / layer scaling properties recently - this could be related if it is.

  • Colludium Where should I use this code?

    Your licence key for this application

    Base64-encoded RSA public key to include in your binary. Please remove any spaces.

    MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEA8npyg9AeqmLSXakXf2MGMX6ZqaEf3VWS........................

    I have never used that code on my apps... There are a couple of tutorials that cover what you need to do in good details. This one here looks very good. I know it all seems a bit mysterious at first, but once you've followed the steps a couple of times then things will start to make sense.

  • , you can use different keystores for different apps, but you must use the same keystore as the original when you update an app to a newer version.

  • zatyka - Nice work on the video!!

    OK, pre-jam check-list completed. Family - pre-warned, coffee - stocked up, chips n dips - too many for one person to reasonably consume in a week, spare mouse battery - check....

    I'm hoping for Connected Worlds. I have no idea what I will do if it comes up, though!!

    Good luck to everyone!

  • Problem Description

    These problems may be associated with each other, hence this double bug report.

    bug 1. When running in IE11 the Browser : Request Fullscreen does not function (the blog here states that this api should be supported).

    bug 2. When running in Node Webkit, the Browser : Cancel Fullscreen causes the window to resize but the center of the viewport appears to be the origin instead of the center of the layout. This only happens if Fullscreen In Browser is set to Off.

    Edit to add that 1/2 way through my Ludum Dare game and I cannot use Fullscreen in browser set to off - for some reason it scales the layout down to something like 0.9 scale. Weird - might be associated with bug 2.

    Attach a Capx

    [attachment=0:2v4w2cir][/attachment:2v4w2cir]

    Description of Capx

    The capx opens a Fullscreen Off display 800x450 with some expanding instructions and a sprite to click. Select the browser to test and run the layout. Click on the sprite to toggle the window between Browser : Request Full Screen and Browser : Cancel Fullscreen.

    Steps to Reproduce Bug

    • Bug 1. Run in IE11 and click the sprite - the browser does not go full screen.
    • Bug 2. Run in Node Webkit; click the sprite to go full screen then click the sprite again to cancel full screen and you see the display centers on or near the origin instead of the middle of the layout.

    Observed Result

    As above.

    Expected Result

    The browser object should expand to full screen and should cancel full screen correctly.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (YES)
    • Node Webkit: (YES)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r178

  • Hi lucid,

    I have a quick plugin question / request for you.

    I'm trying to manage my player object / spriter animation between layouts. Inside Layout 1 a non-global spriter object is created and this is destroyed at the end of the layout (by C2, not by my events). When the spriter object is then created at the start of Layout 2, the same On Initialised trigger (shared event sheet with Layout 1) is not firing. My work-around presently is to set a timer and keep my fingers crossed that the time delay will be adequate.... Would it be possible to have an Is Initialised status check event so that this can be checked on each layout with a trigger once? Or is this a bug? I expected that the creation of a new instance would trigger the On Initialised event.... Thanks!!

  • !! 100 releases !!

    I am a little disappointed in the physics engine in C2 because the rest of the game engine is simply brilliant. But stuff like this makes game making using physics quite frustrating (and impossible).

  • ^^ as above - painfully slow on Nexus 5 running Chrome, even over wifi, small and ambiguous links don't help the experience either. It's great on laptop, though...

  • The same thing happens if you use a Timer to change the frame back to 0, so the problem is something associated with fast moving / dynamic physics objects changing their joint reference positions when they change frame (I think...).

    codah, if you create another head sprite (non-physics) and pin it to the head physics object (make it invisible) then you can then change the image frame on the visible sprite for the effect you're after.

  • There are some good lessons in this thread. Hope this helps fix your snag...

  • Could you post a capx example so we can have a look? It's hard to guess what might be the cause otherwise.

  • It would be somewhat ironic if the future of gaming is html5 but the future of forums requires an app... A mobile optimised forum would get my vote!

  • There is an alternative method. If you make your object Cage a global object then it won't get destroyed between layouts... You could store your ammo/weapon data inside its instance variables, which you might find easier to visualise in the event system because they are all drop down items. Just keep it invisible / on layer 0 / no collisions etc so it doesn't interfere with the game during runtime. I've just started using global objects with variables for things like score, energy, player mode FSM and the game FSM - I find it much easier to work with in C2 than the dictionary object.

  • Fimbul,

    Thanks for point out the poor logic and bad public maths on my part - the equation elements are the wrong way around!! That's what happens when you use your phone (poor excuse) for writing equations.

    I've edited the original post and put the numerator and denominator the correct way around.

    Edit: The idea with using sin is because sin(0) and sin(180) return zero - which should correspond to the top and bottom of the hill, whilst sin(90) which is the middle of the hill slope will return a 1 (max force factor value).