laserbeam's Forum Posts

  • 4 posts
  • I'm not sure I understand what you mean by runtime created sprites. If you want to pin object A, to object B, your are going to pin the origin of A to maintain relation to object B, so A does not stick to the origin of B, it just keeps it's relative position to B consistent to where it was before pinning.

    If you move A 20 px to the left of B and then pin, A will be kept at 20 px left of B (well, rotation is also taken care of in a smart way).

    Here's an example of attaching A to B, when you don't care about what origin B has: dl.dropbox.com/u/10338488/pin_to_not_center.capx

    I hope this solves your pinning problem, as I don't see how changing the origin of A could have any affect. Say you have a sword, and you want to hold the sword by the handle (so you put the origin in the handle when you have it attached to a character). If you want to stab the enemy and have the sword stay in the enemy, if you position the sword such that the tip is in the enemy, and then pin it, it would still work perfectly. Rotation and all taken into account.

  • I often have several objects of the same kind either overlapping or touching in the editor, and in my current project I often need to arrange their Z order manually. If I have 4 objects of type A overlapping, right now I only see 4 A's in the Z order pane and I don't know which is which.

    Simple solution, when the user selects and object in the editor, the object in the Z order pane gets highlighted, or gets bold font or something. Just as a clear indicator that "Oh, this is the object I'm interested in moving around, great, I'll just move it".

    I get that selecting an object in the editor filters the Z objects pane, and it makes sense that this behavior would not happen both ways. Selecting an object in the Z pane should not change selections in the main editor.

  • Link to .capx file (required!):

    dl.dropbox.com/u/10338488/9patch%20bugs.capx

    Steps to reproduce:

    1. Make a 9Patch with a non square image (seems to work well when the image is square, but I can't say this is the problem)

    2. Set edges and fill to Tile (Stretch works)

    3. Get different results in the preview than the editor

    Observed result:

    The 9Patch does not Tile correctly in the preview or exported version

    dl.dropbox.com/u/10338488/preview_render.png

    Expected result:

    It does however work in the editor, and this is the correct rendering:

    dl.dropbox.com/u/10338488/editor_render.png

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: I only have IE8 which apparently does not support HTML5

    Operating system & service pack:

    Windows 7 SP1

    Construct 2 version:

    r133

    Graphics driver:

    Up to date, but stupid Intel card.

    Additional notes:

    There are 3 different 9Patch objects in the .cpax, one of them works, the other two do not. The image file of the two who don't work was created by copying image data from the one that works (this was done inside C2), however in the project folder and the exported version 3 separate .png files are created. My first guess was that this could have been caused by the new image deduplication thing... but I'm not so sure now.

    Everything worked in r132

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  • Hi everyone!

    I've been working with Construct2 for a few days on an old idea of mine, called Swap.

    Got most of it implemented, but right now all the graphics and sound are temporary (please don't judge there). Once complete, this will be the first game I ever release onto the web.

    Instructions:

    • WASD to move and the MOUSE to swap with stuff (I hope the mouse cursor gives you guys enough feedback on what's swapable and what not).
    • M to mute.
    • In some levels you need to get rid of a certain number of enemies before you can finish.

    dl.dropboxusercontent.com/u/10338488/Swap/index.html (<img src="smileys/smiley19.gif" border="0" align="middle" /> Sorry, aprently I am too low on reputation and I can't post links.)

    Notes:

    • This is made using the free version, 70 events and 1 effect (including the main menu and congratulations screen).
    • I'd rather not get a paid version, but if you guys have any ideas how I could monetize this, and if you think it would pay off the licence, I'm listening.
    • What do you guys think? Any suggestions? Any bugs? (right now there's at least one... you can push a box inside an enemy and then swapping with it is complicated)
  • 4 posts