DiegoM's Forum Posts

  • Not really.

    What you need to do is make sure the state of your player is updated properly, regardless of what is happening in the keyboard.

    When you need to take control away from the player, disable keyboard input and reset any variables that are keeping track of what it is doing. When you decide to enable the controls again, the player character should be in the idle state.

  • Have you tried setting the "Content-Type" header to "application/json" before making the request?

    If you are not doing that, then it must be trying to send as plain text, and then you need to escape certain special characters. But I am just vaguely recalling all of this, so it might not be accurate.

  • How does the data you are sending look like?

  • An easy way to workaround this problem would be to have your followers go to slightly different positions. When you create them, give them an offset and apply that offset when they need to calculate their destination.

    It's not super bright, but it should work pretty well.

  • I was just now trying by disabling the size tweens to see what was going to happen, and it looked like something else was changing the size of the instances.

    Glad you could fix it. Often times you just need to try and explain what is going on to someone, to be able to see the problem from a different perspective.

  • The way you are describing it makes it seem there is a problem with at least one of the things you changed, either instance variables or layout size and position. I am more inclined to believe there is something going on with the instance variables, but that is just a hunch, there are so many of them that it just makes me wonder if there is a hidden problem there.

    It is very unlikely that everything else would still be working properly if there was a problem with the Tween behaviour itself.

  • I tested this out in r197.2 by manually changing .c3proj file, and it seems to be doing the same thing as in r203.2

    Still need to look at this more closely because there are a ton of things going on. It does look like it is easy to make a mistake if you try to make any changes.

  • This has been addressed in the latest beta, the changes are still not available in the stable version though.

  • I believe that what you need to do is add something like this to the Info.plist file and give a short description why your app needs that permission. That piece of text should show up when your application makes the request to use the device's motion sensor.

    <key>NSMotionUsageDescription</key>

    <string>Example: You should fill this in</string>

    I don't have an iOS device myself to try this out, so you should try it out on a real device before submitting again.

  • To be honest I have no idea how I would implement something like it.

    I imagine that I would need to transform the values the timeline is generating according to the angle of the instance being affected, so the timeline will see no changes to it's keyframes, but there would be a little bit of new code doing some additional math to modify the steps the timeline generates as it progresses. Assuming I did everything right, it should work.

    Another approach would be to transform the values held by each keyframe then just interpolate normally. If you imagine the origin of the timeline being it's starting position, rotate all the points around that center and it should work.

    Both ideas sound pretty straight forward, but I get the feeling there are a million pitfalls and gotchas in both of them :P

  • No such setting, the motion produced by timelines is only related to changes made to the X and Y properties.

  • I tried creating a particle plugin instance in r201, and can confirm that trying to preview sine or rotate behaviours produces a crash in the editor. Unfortunately this is still an issue in r202 which came out today.

    Both behaviours seem to work properly when I try to preview the layout though. Can you share the project where the behaviours don't work when previewing the layout?

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  • This has been sitting on the TODO list for some time now but keeps getting pushed back by other more important things.

  • Thanks for bringing this up, there have been some recent changes that can produce such a crash.

    I don't think this would crash while previewing or an exported app though, as the editor and the runtime are separate.

  • pirx

    Can you file the issues that you have in our tracker? https://github.com/Scirra/Construct-3-bugs/issues

    We have a lot of things to do, and often times we are not even aware of problems people are having.