immortalx's Forum Posts

  • Consider this solved! Although I was already running the latest geforce driver, a reinstall fixed the issue.

  • I'm not posting this to the bugs section because it probably is a problem on my part.

    All of a sudden, when previewing a project in NW.js, it applies a reddish tint effect. Firefox/Edge/Chrome work perfectly. It's only NW.js that does this and only in preview. When I export a NW.js project all is normal. See pic bellow. Top is Firefox, bottom NW.js.

    I tried uninstalling/reinstalling both R216 and NW.js v0.12.0.

    Has anyone encountered such a thing?

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  • LittleStain

    Just for your information (<--is this a valid sentence? Not a native speaker :/), firefox throws some script error, while chrome and NW.js works OK.

    BTW you guys stop doing awesome things and make the rest of us look like idiots

  • Congrats man, wishing you the best!

  • Kyatric thank you a lot for the tip! I'd never thought of that myself and although it seems simple, it's ultra useful.

  • R0J0hound thanks man!

    However, there are situations in which instances of more than one object type are picked and would be handy to have the whole SOL displayed in a table in the debugger.

    For example:

    Pick Sprite1 by evaluating Sprite1.X>250

    Pick Sprite2 by evaluating Sprite2.X>250

    If I'm not wrong, when those 2 conditions are inside the same event, C2 picks some instances of Sprite1 AND some instances of sprite2.

  • +1 about this^

    I was going to suggest a feature for Construct 3 to have a tab in the debugger that displays the current SOL.

  • Tested on Firefox, NW.js and Chrome. Constant 60 FPS.

    SIDZZERO Have you tried switching form the Inspect tab on the debugger to another tab? Sometimes the Inspect tab gives a false FPS reading.

  • Maybe you'll have some luck with autohotkey. I believe it can simulate a keystroke when a string is copied to the clipboard.

  • Mario I don't know how you could solve this, but bear in mind that multiple pinned objects might start lagging. Especially it they are pinned in a [Parent<--Child<--Child of child] fashion. It seems to me that manual positioning is always faster and I'd like to hear the more advanced users' opinions about this.

  • Oops zenox98 beat me to it!

  • I did this real quick so there might be mistakes, but you'll get the idea:

    https://dl.dropboxusercontent.com/u/14855413/c2/anims.capx

  • I might be wrong but it seems that event #6 cancels the animation you trigger on event #7.

    You can give the player an instance variable "crouch" and switch between states: 0=none, 1=standing_crouch, 2=moving_crouch and depending on the state trigger the equivalent animation.

  • First rotate the sprite in the C2 sprite editor 90 counter-clockwise.

    This way with the default angle of right=0 the convex part will always point right.

  • LittleStain has a better understanding and explained it way better than me. Maybe you could try to store the IID of the box in a variable, right after its creation.

    Then, on the "Animation frame>=7" event insert a subevent "Pick Nth instance" where N=the previously stored IID and destroy the object there.