deadeye's Forum Posts

  • Unfortunately, no. Sorry <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

    I first noticed the icon was incorrect a few days ago, before v0.84 came out. I figured it was just a tiny little bug, and I could just edit the icon any time. When I finally got around to editing it this morning, I discovered that the problem was bigger than I first thought.

    It's not a terribly big .cap though, I can try recreating it from scratch and see if it happens again. I'll let you know what I find, if anything.

  • Can you send me a .cap with the wrong icons? ashley@scirra.com, cheers!

    A .cap file was sent.
    
    Good luck![/code:3j32doto]
  • One of the object icons in the Layers panel has an incorrect icon. It's a 3d Box object. I'm sure you're not totally sick of hearing about that object yet <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />

    Anyway, sometimes the icon displayed is my player sprite, sometimes it's the Mouse&Keyboard icon. It switches around to different icons, which is strange enough. When I open the picture editor to edit the icon, I get a couple of different errors. Sometimes I get:

    An invalid texture handle was used.  
    
    Good luck![/code:2q1myh74]
    
    And other times I get:
    
    [code:2q1myh74]Runtime Error!  
    
    Program: C:\blahblah\Construct.exe
    
    R6205
    [ul]
    	[li]pure virtual function call[/code:2q1myh74][/li]
    [/ul]
    I'm also getting incorrect icons for other objects in the event conditions and actions selectors, and in the event sheet editor, which makes it a little confusing.
  • I realize you're pretty busy, I was just throwing ideas out there. I'm a patient guy, I can wait <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

    Hopefully you do find some help soon, though. I've got my fingers crossed for you. Construct could turn out to be an awesome product, I'd hate to see it die.

  • I've been using the 3D Box object to make a Tomba-like 2.5d platform prototype and I had a few suggestions:

    1. Allow access to all of the object's attributes in the event sheet editor. Right now I can change a box's z coordinate to make neat-looking platforms that move in and out on the z axis, but since the "base" of the box is still on the same z plane as the player sprite, I have to fake solidity with a separate, invisible sprite that overlaps onto the 3D Box when the box body is within a certain z range. If I could just toggle the 3D Box's own "solid" attribute from the event sheet editor it would make things a lot easier, more efficient, and less cluttered. (I notice there is something similar to this with the sprite object in that you can change it's Collision Mode in the even sheet.)

    2. Perhaps a feature in conjunction with the textures that allow you to tile a texture on a face, either for X, Y, or both? This could cut down on huge texture files. An example of how the user might implement this:

    <img src="http://xs221.xs.to/xs221/07461/example.jpg">

    3. Would it be possible to make a new 3D Sprite object? It would function the same as a 3D Box, but it would have only one face. Instead of texture properties it could use the animator bar the way a sprite does. Since it would have a z property it would render correctly in relation to other 3D Boxes or sprites, but it would otherwise behave like a regular sprite.

  • Awesome, thank you <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

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  • I've been tinkering with parallax scrolling and I've run into a bit of a bug. There is a player sprite object on layer 2 that is centering the display, and layer 2 is set at 100% for X and Y scrolling. Layer 1 (the bottom layer) has a tiled background and is set at 50% for X and Y scrolling. When my sprite reaches the edge of the layout, layer 2 stops scrolling (as it should) but layer 1 doesn't. This only happens at the right and bottom edges of the screen. When the player sprite is at the left or top edge then layer 1 scrolls normally.

    I can provide a .cap if you need it to see what I'm talking about.