Ldk's Forum Posts

  • Oh well. guess i will add epilepsy warnings on the main screen. And do not play when drunk warnings.

  • Hi.

    Ive noticed if the screen moves a little faster than usual on platformer... everything starts getting this blur.

    I have played a lot of platformers moving at even faster speeds but they dont create a blue effect.

    Its making me nausea's as well. I've noticed a lot of screen tearing as well. In other apps i dont see my animations doing this. Only in C2... is there anything i can do to improve the rendering speed? Seems almost like its lagging a bit behind even at a constant 60fps...

  • Oh ok i see what happens. When parallax is enabled in viewport... the more you scroll to the right, the further it starts placing the objects.

    By the time you reach the end of a 9000+ layout, the objects are places so far out of the screen that you have to zoom to 1.5% to just see the object to grab it and place it where it was meant to go.

    Definitely a bug.

  • No...

    I want to see the offset. I will report it as a bug.

    I noticed some layers... when you place an object it places is 900 units to the right of where i placed it. Meaning i have to zoom out, look for the object because it was placed off screen, then drag it where i want it.

    But then... other layers it places it exactly where i click. And then others at an offset at 200 etc.

    Its a random placement.

  • Not really a work around. I need to see the parallax effect to make sure object placement is correct.

  • Hi.

    Already lost 3 - 5 hours of work today due to the strange placement of C2 objects in layers with different parallax.

    Is there any workaround to this?

    Currently C2 in a production pipeline eats time. Unnecessary time.

    The red n black dot represents where the object is placed... where i click to place the object. On the far right, is where the object actually gets placed.

    This occurs when parallax viewing is on in viewport.

  • Hi.

    Question about this... Can you snap the verts of the polygon to grid?

    Can you use a solid behavior on the polygon?

  • Modified post to add additional requests.

    Most annoying is the object placement offscreen issue.

  • Speaking about cost etc. is it possible to transfer a license to someone that you own?

  • Hi.

    Add that when duplicating a layout it also duplicates if parallax is visible in editor for layer.

    Add invert selection option for selecting multiple objects.

    Add current selection to history. (if you accidentally click outside selection everything is unselected. I want to press Ctrl-z and then my selection is back like in Photoshop or other packages.)

    Prevent objects from being placed in locked layers. (If a layer is locked but highlighted objects can still be placed inside)

    Example = copy n paste an object. It should be pasted in the unlocked layer that is selected. If the selected layer is locked do not paste object into layer.

    Improve object placement. If parallax visibility is set to enabled in viewport, when you place an object it places it far off screen due to compensating for parallax. Objects should be placed where selected.

    The above requests will speed up workflows significantly.

    I have recorded times on current level design. Due to the above missing functionality one level takes 2 - 3 hours. Unpolished.

    I am confident when i say, add the above functionality and it wont take more than 1 hour.

  • I did find one bug with the temp solution. In rare situations where you jump against a wall within the 0.1 second wait period, the character gets stuck in the walls because they were set to disabled.

  • Temp solution works great. I set mine to wait 0.1 and not issues with other platformers (enemies) falling through floor

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  • Ahh i found something that works.

    Created a global variable (FallSpeed). Set an event that if you are falling add 0.5 to Fallspeed.

    If player is sliding down wall set Fallspeed to 0.

    Works

  • Basically i want the player to die when falling from a certain height.

    But the player can break his fall by sliding down the walls.

  • Hi.

    I am trying to test the current speed the character is falling at.

    However platform speed does not test this.

    How do i get a variable to know when the character is falling at a certain speed.

    I set up my character to have a max fall speed variable. Once the Vector Y reaches 1100 it triggers.

    However i dont know how to actually look for the Vector Y because platform behavior does not have this