Helladen's Forum Posts

  • How do you enable developer mode in the editor? I read somewhere about it, and wanted to reload plugins and behaviors everytime I run the project.

    Thanks.

  • Thanks.

  • I have this problem, too.

  • This is really more designed for peer-to-peer connections. It basically will work fine for anything that doesn't need a centralized server.

    The speed will work as fast as the connectors. It will bridge all the available connections similar to Skype - which is extremely insecure.

  • Sometimes when I try to undo, it will say please close the image editor before undoing again. You first edit a frame then go to another, and go back to the previous frame you were editing. Once this is done, you try to undo any previous modifications you made, and it will prompt this message. You are forced to close out of the editor.

    It would be nice to have a separate undo/redo for each individual frame of the animation instead of just one set.

    I still believe there should be a prompt to save changes though. Undoing several times is a tedious task to do.

  • I believe it should ask if you would like to apply changes when you make changes to a sprite via the animation editor. A lot of times I can't undo changes I did, so I am forced to completely erase the sprite and redo it. Sometimes I get lucky enough to undo changes manually, but this seems like a huge improvement over doing either of those things. Construct Classic has this functionality in it, and I much prefer it over not having it, too.

  • If you copy an event snippet from one editor to another with an object that doesn't exist, it will popup an error dialogue. I believe it shouldn't crash and just not try to paste it/replace the object with something that exists. I normally do this when working with examples to get it working within my game to save time, but I get a ton of crashes which is very annoying.

  • Thanks for the great plugins and behaviors.

    I was curious if you would consider putting in a solid behavior check for your moveto? Such as, not walking over solid objects, and using some sort of pathfinding in order to find the quickest path to that object or destination. I was using your moveto behavior with a pathfinding one, but it wasn't working out too well. It wasn't super smooth and had a lot of hiccups.

  • Good luck everyone.

    I never win these types of things, but hopefully this time it is different.

  • I believe the free version has a 100 object limit.

  • Corrupted post. Decided to erase it.

  • From beginning will restart the animation frame to 0 every time it is called. If you have it call every tick, it means that it will never get past the first frame. Before this, it did nothing, and behaved the same as the other one. So, basically you have to be more careful how you change animations now. You should check if that is the current animation already if you still want to use the old way.

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  • Old school implies 2D in my opinion, but you are right their description of the game is very vague.

  • Let's compare my .capx which is a bug cannot play animation while press down arrow.

    Mine works perfectly fine. I have full-blown animations for each arrow key that is pressed. I am using the latest beta version, too.

    Could someone show an example on how to properly set animations?

    You need to change play from beginning in the set animation to play from current frame. I said that above. If you don't like the result of that, you need to put in checks to prevent it from continuously changing the animation, because it will never get the chance to play the animation.

  • This isn't a bug (most likely). You guys are probably setting the animation continuously and having it start the animation over each time. If you do this it will never get the chance to actually animate. The previous versions did not reset the animation, so when you encounter this problem you should instead start the animation from its current frame, or find a more efficient way of handling animations.