Jase00's Forum Posts

  • I totally agree with 4)

  • BluePhaze Yeah I guess so. Regardless of how it's done, I hope it comes about soon ^.^

  • I sure do hope that C2 will be capable of some sort of further Z ordering manipulation.. :)

  • That's an awesome method, though it wouldn't work with what I need it for.

    I have characters that have items of clothing on them that can be changed, and some of the frames of the character involve shifting certain parts of the body/clothes to certain Z Levels (One attack would have the arm go in front of the characters head, and another attack could go behind it) Not to mention that there is multiple characters that will have this, so if one character does an attack then stands in front of another character, all his clothes will overlap the other character incorrectly and whatnot. Making ordered events that put the characters clothing to "Move To Top" every tick to correct their order seems inefficient (That's my current workaround though). :)

  • I hate to bump this, but, I'd REALLY benefit off of this feature. Just a simple "Move above/below sprite" action would be a total lifesaver (although I'm guessing it's not the easiest thing to do in terms of coding C2's software? Or maybe it's not being added as soon since it's petty and not many people will use it? Iuno) But yeah I hope something like this gets implemented. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Ohh I see. Thanks for checking it out :D

    I reckon I could try and make a workaround involving testing the ground collision separatly from wall collisions, or just try to avoid having to intersect jumpthrus by using solid slopes like you said.

    Thank you for your time!

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  • Ashley, I am sorry to bring up a glitch about your platformer behaviour, I am aware from previous threads that it is heavily complicated.

    Maybe this glitch was by design perhaps, but again, sorry to be a pain. But, here goes:

    Link to .capx file (required!):

    dl.dropbox.com/u/7765312/Jumpthru%20glitch.capx

    Steps to reproduce:

    1. Hold RIGHT on the Capx provided.

    Observed result:

    Walking up the slope and reaching the behind JumpThru platform causes the player to collide with them as if they were solid.

    Continuing to hold RIGHT as you go up the slope and get pushed downwards causes you to not collide with the SECOND slope. (You must land on solid ground before the second slope seems to regain collision or something)

    Walking up the second slope shows a reasonable sort of platform scenario that makes this glitch noticable. Having a character that has platforms behind them or scenery behind them that they can walk past but also jump on top of may cause problems when slopes are involved. As observed, if the platform ISN'T sloped and is overlapping jumpthru's, it behaves fine.

    Expected result:

    Should be able to walk up slopes without getting pushed downwards.

    Construct 2 version:

    R116

    Thanks for reading!

  • I remember reporting this before quite a while ago heh, but yes, same happens to me aswell. I wish I could give more information but to me it just seems unpredictable, sometimes it closes and sometimes it requires task manager to close. t.t

  • You're a saint <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Isn't a capx just a text file?

  • Link to .capx file (required!):

    I feel this doesn't require a capx file. I understand that they are needed for bugs, but this literally requires making a textbox and that's it.

    Steps to reproduce:

    1. Have a textbox object.

    2. Create any condition and create an action for the textbox.

    3. Clicking "Set Focused" doesn't give the option to set if it's unfocused or focused.

    Observed result:

    No option for setting the textbox focus.

    Expected result:

    An option to choose between focused and unfocused.

    Construct 2 version:

    R[116]

    I really don't know if this was meant to be, but I require it to unfocus and trying to workaround by disabling to temporarily unfocus but then the player can't regain control of the game unless they click onto the game.

    Again, sorry for no capx.

    Thanks for reading!

  • This feature would be VERY useful. Very difficult working with just "Move to top" and "Move to bottom". Is there a 3rd party plugin available to do this for now?

  • Well, I learned something new today :D

  • Construct 2 itself has been pretty unstable with me. I can't pinpoint crashes but it's been getting worse the bigger my project gets. I've had it crash on me at least 20 times this week. It's training me to save every moment I do something, and if anything, I've noticed it seems to crash shortly after saving, like I would save then go into an event sheet, copy and paste an event, then it would crash (Construct 2 has stopped working crash), load it back up, copy and paste the same event, and it works... I wish I could pinpoint what's going on with mine. It can crash when clicking an instance variable on the sidebar (it will just freeze for a second then crash), copy and pasting events, undoing events with ctrl+z, It's so random. I wonder if it's just my computer, although my computer runs fine absolutely everywhere else. Sorry that this doesn't relate to what you were saying OP ^.^

  • I think it's something to do with preventing lag. Each bullet would lag when you fire if it wasn't already loaded into the RAM I think.

    Just make a layout that doesn't ever get accessed and throw all your sprites and stuff into it, then the normal layouts will not need stuff in the design view.