eli0s's Forum Posts

  • Search for the rex_light behavior. I believe that it does what R0J0 said automatically. You could use it on the laser sprite it self, or set it on an invisible "detector" sprite just to get the hit.x and hit.y positions.

  • , thank you very much for this!

    I also think that an option for clickable notification will be very useful in some cases!

  • Erik101 , if the example that I posted above produces a gap, then perhaps something is wrong with your system.

    Your modified example (after mine) is in essence the same, but with a flaw that mine hasn't*: Mine takes into account the TB's current -x position and adds to it the proper offset (TilledBackground.width/2), while yours just set's its x position to 0. That might introduce jumps and apparent jerkiness to the scrolling movement, because if (for example) the scrolling speed is such that on any tick the TB.X is -853 and on the next tick the TB.X is -900 (and the condition for the set X to 0 meet), then there will be a 47px jump from the last position and the next one. On the other hand, if you add its width/2 to the current -x position when the <-854 condition meet, then you will take onto account the 47px offset and end up exactly on the same place.

    *Not because I'm smarter, but just because I had Ashley correcting me into the same thing some time ago

  • It's better to use a tilled background for those kind of movement. I didn't check Erik's example but here is one that should work fine, no matter the scrolling speed.

    http://www.eli0s.com/Tests/2.capx (right click and choose Save Link As)

  • I wonder why the default size is 250x250. I would think it should've being something along the power of 2, like 256x256.

  • jayderyu , I believe he means to use the C2 editor without a mouse.

  • briggybros , try the Text Properties Behavior by rexrainbow.

  • jballew7 , yes, it will be an exe plus some other files that the exe has dependencies too.

  • What R0J0 said: http://www.eli0s.com/Tests/Trail.capx (right click and Save Link As)

    Use the arrow keys to move the red ball.

    Have in mind that this approach will produce a lot of sprites, play either with the fade out time or, as R0J0 said, use the on every x seconds condition to lessen the spawning frequency.

  • Ashley , the "Shake" action, or anything that moves the scrollx,y position, will affect all layers in the same way (taking into account any parallax offset). On the other hand, moving layers individually would allow for example one layer( and all of its Sprites) to move in one direction and an other layer (again with all of its Sprites) to move in an other direction. This will create a very "earthquaky" shake, especially when parallax offset exist between foreground and background layers. And that's only one example. I think that having control over the layer's position (as we can do already with it's angle) can provide some cool opportunities, however, I don't think it's something essential or that it will elevate C2's (or C3's) workflow to a new level.

    I would much rather see a proper masking system, or a 2.5d camera/world positioning system, that will make a difference to me!

  • Ashley , the first think that came to my mind when I saw this post was earthquakes! Moving all Sprites on a layer together interdependently from Sprites that live on other layers can have great potential I think. Also, linking layer positions to sine behaviors could create very interesting movements. What Kyatric wrote is also true, the way parallax works now is weird, it doesn't allow for accurate control, everything "shifts" from to 0,0 coordinates and many times I find my self wishing for the offset to happen from the actual scrollx, scrolly positions (relative post here).

    It is a suggestion that has nothing more or nothing less that what I said, potential.

  • Anyone else getting this error in Chrome for Android when previewing?

    Javascript error!

    Uncaught SecurityError: Failed to read the 'localStorage' property from 'Window': Access is denied for this document.

    http://192.168.1.3.50000/

    preview_prelude.js, line 189 (col 21)

    (after that the standard prompt about a C2 bug or 3rd party plugin follows...)

    I get this when previewing even a blank project over LAN! I think it started happening a few days ago without any apparent reason. This happens on both r200 and r206 stable releases...

    -EDIT- For some reason the option for storing cookies in Android Chrome was disabled in my device. Enabling cookies solved the problem!

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  • ryanrybot ,

    tomsstudio ,

    TheDom ,

    vtrix ,

    DUTOIT ,

    So, after thinking about what Ashley wrote, I made this test capx (right click and choose Save Link As) that proves him right

    It's very crude and ugly programming-wise but for the time being it does the job! Just check inside for the relative info!

    Thanks again for your time and effort!

    Elias

  • tomsstudio , thanks for this tip, however as you said, this won't be practical as the project goes on, and anyhow, changes might happen even after I finish the project and I want the users to know about the updated version.

    TheDom , thank you for your interest and for volunteering, meanwhile Ashley provided a solid explanation, I'll try adopting his suggestion.

    vtrix , I am glad I wasn't the only one baffled by this, thanks for notifing Ashley, now we have a solid suggestion!

    DUTOIT , Ashley posted a reasonable explanation on why my events fail to trigger the update notification. Thank you for your input!

    vtrix , I am not qualified to answer about how it does check for the update. I think it compares the appcache file and if there are changes the update happens on the background. Maybe your game doesn't look like it's being updating because it is big in size and by the time you give up reloading the page the files still haven't been downloaded/updated...?

    Ashley , thank you for jumping in, your input is invaluable, I' ll try modifying the way my project begins to allow for the browser to catch up...!

    Thank you all for your help!

  • ryanrybot , I see. This is surely functional. I might just take this approach for now. It's just weird that the intended (?) update method doesn't work. I wish it did, or even that I am doing something stupidly wrong in my events...

    Anyway thanks for helping!