GeometriX's Forum Posts

  • This actually came up just the other day. I was under the impression that it wasn't possible, but JohnnySheffield assured me that it is. Check out the thread in question here.

  • Construct 2 supports image sequences and sprite strips. Read the manual entries here and here for details on importing images.

  • Just one event needed. Two conditions: System: On start of layout (or whenever) and System: For each (Sprite) order by Sprite.Y -> (Sprite) Move to top of layer.

    Just be sure you set your origin points correctly.

    Example capx.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/14522925/C2%20examples/BuggyParticlesIE.capx

    Steps to reproduce:

    1. Open a new project.

    2. Create a particle system.

    3. Preview in Internet Explorer.

    Observed result:

    The game crashes with the following error message:

    ---------------------------

    Message from webpage

    ---------------------------

    Javascript error!

    Unable to get property 'loadTexture' of undefined or null reference

    localhost/Particles_plugin.js, line 70 (col 3)

    This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    Expected result:

    No crashing :P

    Browsers affected:

    Chrome: n/a

    Firefox: n/a

    Internet Explorer: yes

    Operating system & service pack:

    Windows 8 Pro 64-bit (IE 10)

    Construct 2 version:

    r136

    =================

    The game also crashes on IE when exported, as seen here, but in this case it doesn't even cough up an error message. It simply freezes at the loading screen.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/14522925/C2%20examples/BuggyJumpThru.capx

    Steps to reproduce:

    1. Use the arrow keys to move the player to the walls either to the left or right.

    2. Keep holding in the arrow key.

    Observed result:

    The player slides down through the jump-thru floor beneath.

    Expected result:

    The player should simply stop dead, as it did in previous versions of C2. I've saved the same example in r132 here, and it behaves itself there.

    Browsers affected:

    Chrome: yes

    Firefox: not tested

    Internet Explorer: not tested

    Operating system & service pack:

    Windows 8 64-bit

    Construct 2 version:

    r136

    I've noticed the other thread on jump-thrus, but it became very muddled and I wasn't sure it was the exact same issue I was having. Anyway, I decided to just post this thread as a clear, concise example of the bug I'm experiencing. Apologies if this is a duplicate.

  • Here's one for those of you who are planning on exporting for Windows desktop.

    I was doing some digging around for installation builders and came across Inno Setup. I downloaded it and tried it out and was very impressed with how it turned out: very professional installer and highly customisable. Options for wizard-based or hand-scripted. Worked perfectly with a node-webkit exported game.

    It also includes options to create a desktop icon, include a web link in the installed Start Menu folder, and even comes with an uninstaller.

    Oh, and it's free!

    The only thing wrong I can find with it is that it doesn't seem to have any sort of version control. It just always installs over the app if it's already installed. Still, it's a hell of a lot more professional than shipping a zip file.

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  • Yes.

    From the manual entry:t will work when offline, as well as for storing data in offline exporters such as node-webkit or mobile wrappers like CocoonJS.

  • Nah, their rules are fixed in place on a legislative level: you can't sell software in this country that isn't rated. The trick is making that rating process as simple as possible.

  • I'd be interested to know more about your project, too.

    I built a quick test with grid size set to 16 and a room filled with moving solid objects. It generates a new pathfinder object every 0.25 seconds and every object gets a new unique path every 1 second. I watched it climb to 300 objects before I got bored, and by then it still sat solid at 58-60fps.

    I did notice that when the grid size dipped to around 8, I got stutters every second, but I can't imagine that anything less than 16 would be required.

    Even 32 would work fine in an RTS. Consider the grid-based construction of even a modern RTS like Starcraft II - that goes a long way to assist in speeding up the engine.

  • jeaux, that format of email address is pretty common in South Africa. It's a free mail address provided by a local mobile phone service provider (the largest in the country). The preceding number is actually the mobile number - a contract-based one, not even a prepaid, which means there are government records with all the user's information that can be subpoenaed in the unlikely event of fraud.

    Sorry for the lecture and massive off-topic, but I just wanted to let you know that not everything that is unfamiliar is a scam ;)

  • spongehammer o.O That's awesome. So damn clever, too. Kudos to whoever did that originally :D

    manukeo, here's something (r136) based on the Line of Sight behaviour. It's not the most practical approach, but it does work. It'll work even better if you happen to be building a retro-style pixel art game, but either way it's worth checking out.

  • enyon, since this has come up a few times recently, I decided to finally write a tutorial on making a global UI. Check it out here.

  • enyon, sorry, that was poor phrasing on my behalf. There are no "global layouts". I was referring to the idea of having a dedicated layout just for the UI, which is filled with global objects.

    If you decided to instead create your UI with events, those should all be along the lines of System: On start of layout -> System: Create(objects).

  • What you want is the Anchor behaviour.

  • That's where you need families, which are only available in the paid-for versions of Construct 2. This allows you to bundle together similar objects into a single family, which is called as one object in an event.

    Your other option is to create a single collision object that's duplicated all over the layout, and overlaps everything you want to count as such an object. Set it to invisible.