Colludium's Forum Posts

  • Hurrah!! Umbra demo is now available on the Scirra Arcade (see link below). Spriter objects now function in the arcade...

  • I think it's a bug, because the behaviour of the sprites is inconsistent / irreversible: to me they both shrink but then one of them appears stuck at scale 0.5.

  • ....but if you set Fullscreen in browser to Off, it works as expected!

  • By changing densities you are changing the mass of each object. If you don't understand basic physics then this could be your error. For box 2d physics:

    Mass = density x area

    If object A has twice the area of object B and then you give it a density that is half of object B, they will both have the same mass.

    Without a capx it's impossible to guess what else might be causing your problem. You can use variables to dig out each object's mass property and check to see if your density guess was correct or not.

  • This has happened before and has been reported in the bugs section. There is no fix as far as I know - it appears that the physics engine can sometimes become swamped by having to add too many objects into its database. Ways around this - don't spawn hundreds of objects at once! If you expect you will need them (like bits for an explosion, for example) then you could create them outside the layout and just move them when they are required.

  • I read the other thread - I'm fully up to speed now .

  • Use a switch?

    OK, I admit - I don't get it...

  • My advice would be to create an event driven behaviour for the camera object, so you control every aspect of its movement: acceleration, deceleration, time to pan to x/y, follow offsets etc. Then, if you change the target, the camera just moves like a physics object (as in it accelerates / decelerates, has a max pan speed etc) without any jerky effects. The lerp is ok to start with but I cannot think of an easy way to use it and do what you're asking here. There's also a camera plugin, IIRC, which is pretty excellent....

  • Voted! It looks really good - good luck with this!!

  • If 2 timers trigger at the same time, the c2 event system doesn't filter for them in the usual way (dunno why). So, either: add a for each loop after the on timer trigger (to cycle through possible multiple trigger objects); or ad a small random number to each timer start so that 2 don't coincide. The first option is the safest IMO.

  • Phew!! Level 6 is now finished. There's no respawning on this level because of the nature of the puzzle, so soak it up future game-players! Well, to be fair, I actually hope it's not too hard and that the final outcome will prove sufficiently rewarding. Oh, I almost forgot, so now I have to start Level 7 - the final big fight, or something...

  • This is quite unexpected, I have to say! Thanks for the honest blog and for posting the link to it.

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  • untune - I doubt it's anything you've done incorrectly - it's almost certainly a W10 driver problem. The driver self-updated a couple of days ago. It's not like Microsoft to roll out a new software without all features working properly... I just commented because anyone who uses it on W10 may experience similar problems. :/

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  • Much as I would love to try this out, it just gives me a black screen (it makes the layer appear black). W10, NVIDIA GTX 750 Ti.