GeometriX's Forum Posts

  • You're talking about two distinctly different concepts here: 9patch objects don't actually scale, they just collect together a number of smaller sprites in a particular arrangement to create the impression of scaling. It's tiling more than anything.

    If you want Spritefont objects to look crisp when they're large, it's better to "render" the font at a higher size initially, and then scale it down as necessary in the layout view or at runtime.

  • So you want to be able to see where the object is placed according to its layer's parallax setting, but you don't want the object to appear in a way that's offset from where you placed it?

  • Select the layer, go to the properties pane on the left side of the screen, and change "Parallax in editor" to "No".

  • Hah, very cool! I can imagine a few game mechanics that could work well with this kind of presentation.

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  • It is very strange because my older compiled game Firewall ( GeometriX can you try that too please? Thank you so much ) using 1.4.7 awhile ago never crashed on S2/S3. But now that I recompiled it, again, using 1.4.7 I hope its not crashing. If it is, then its definitely a cloud compiler issue that isn't restricted to 2.0.1.

    Firewall is working fine. Must be the cloud compiler :/

  • , I have a GS3. Just downloaded your game and tried to run it. After the Ludei splash screen, it crashes out completely and gives me the error "Unfortunately, Star Nomad has stopped."

    EDIT: Tried to run it again and now it just hangs at the splash screen. After a while (about 30 seconds), it boots me out with not even an error message.

  • An outline effect isn't included with C2 out of the box, but you can download one made by R0J0hound here.

  • Bought it with barely a moment's hesitation. Even though I have no immediate use for it, coming from a 3D animation background means that this is instantly exciting tech, and I want to support it. Definitely keep up the excellent work, and I can't wait to see what new features are added over time!

  • Aphrodite, ooh, that's very interesting. Thanks for doing such a conclusive test. Now that I think about it, I'm sure that inconsistency has caused me problems in the past!

  • It's entirely possible. I'd say it's likely, even.

    Easy thing to test, though: run your project in an offline folder for an evening and see if the same thing happens.

    Changing to a project folder will probably help as well. A capx is a compressed version of a project folder, so it has to sync the whole thing every time, including all sprites and event sheets. If you work in an "expanded" version of this - a project folder - it'll only have to sync the individual files that are changed.

  • Sounds like something an anti-virus would do. I suggest that you try disabling that or at least tell it to ignore your working folder.

    I've also had issues like this in the past where I've been working directly in a sychronised folder (cloud storage). If I save too frequently before the file has finished synching, I'd get errors trying to save. This happened specifically with Syncplicity, though - Dropbox doesn't have the same problem.

    Lastly, I'd suggest working with a project folder, instead of a capx. You'll probably notice improved save times, as well.

  • But it can't be a driver bug - it's happening on both AMD and NVIDIA cards, as has been demonstrated.

    I strongly urge you to test on more devices. Testing on three is hardly conclusive, given how erratic this issue can be.

  • On start triggers are processed in that order. So if you have On start events in your included event sheet and your parent sheet, it'll first run in the included sheet, then the parent sheet. If an action in your parent sheet is dependent on something happening first in your included sheet, it should work fine in this case.

    I use this principle when creating a game that has multiple levels that share one common event sheet but each have their own sheet for special circumstances (in a puzzle game, for example): I can be sure that anything that's set both in the common sheet and in the unique sheet will be overwritten by the unique sheet if necessary.

  • Ooh, I see now. It's a z-order thing. If you set the light emitter to be at the top of the z-order, then the blue sprite is shrouded in shadow as expected.

  • Is it not just an opacity issue? The light sources are completely blacked out because they're in 100 opacity shadows, but even then they still cast shadows. If you drop the opacity then it seems to work how I'd expect it to.

    Unless I'm misunderstanding..?