Len's Forum Posts

  • Thanks, will give it a go.

  • Firefox displays webfonts at a slightly different vertical alignment compared to Chrome (a couple of pixels higher).

    I can realign them if I could reliably detect the browser, but all Browser expressions can't really be used. Here's a summary below.

    Browser

    Browser.Vendor

    Browser.Name

    Browser.Product

    Firefox

    Empty

    Netscape

    Gecko

    Chrome

    Google Inc.

    Netscape

    Gecko

    Internet Explorer

    Empty

    Netscape

    Gecko

    I also tried Browser.UserAgent, but a description comes out that features multiple different browsers. How do you detect browsers reliably?

  • It's not a web font, it's just a regular font in Construct 2. It's not a problem of size, a different font comes out all together whenever I load it on mobile. It seems to work on my iPad 2, but setting fonts have no effect on my Galaxy S4.

  • Trebuchet MS is supposed to be a mobile safe / web safe font, yet when I load it on CocoonJS / Chrome / Crosswalk it doesn't seem to come out. Anyone have any idea what's going on?

  • Ah alright, thanks Ashley.

  • How do tilemaps handle empty spaces?

    When they have a group repeated tiles, they do it similar to a Tiled Background. Are repeated empty spaces in a tilemap like an empty Tiled Background?

  • Problem Description

    When a flat solid moving on the X axis collides with a player (8 direction box sprite), the played is pushed backwards AND upwards (both X and Y axis). When both these objects collide the player should only be moving along the X axis.

    Attach a Capx

    Attached at the bottom of post.

    Description of Capx

    Rectangular solid moving forward every tick collides with box sprite with the 8 direction behaviour.

    Steps to Reproduce Bug

    Reproduced in Capx.

    Observed Result

    Box sprite is pushed upwards and backwards.

    Expected Result

    Box sprite should only be pushed backwards.

    Affected Browsers

    • Chrome: Yes
    • FireFox: Yes
    • Internet Explorer: Yes

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    Release 168 (64-bit)

  • Delta time doesn't allow you to limit the frame rate though, it just makes it frame rate independent. Sometimes it's nice to limit the frame rate to 30 FPS as the fluctuations can be a bit jarring.

    Only way I've figured out how to do this is to run all the "every tick" conditions as "every 0.033 seconds". You also wouldn't be able to use a lot of behaviours since they are automatically frame rate independent, so you'd have to manually recreate any behaviours that you used with "every 0.033 seconds" too.

    I'd too would be interested to know if there was a simpler way to limit framrate.

  • Add the flash behaviour to the sprite.

    Set "On Frame Changed" as the condition, and activate the sprites flash behaviour as the action.

  • Bump.

  • I have a solid black bar moving to the right, and the player (the blue box) is stationary. When they collide, the blue box is pushed to the right AND upwards, instead of just to the right.

    http://imgur.com/a/WptOe

    The collision points on both objects are simple rectangles / squares, why does this happen when collisions occur when 2 objects with flat surfaces are parallel?

    The blue box has 8 directional movement, so I can't restrict the vector Y to prevent this.

  • Thanks for the clarification.

  • If you have a 640 x 640 sprite, would it improve performance to reduce it 320 x 320 image using an external editor, importing it to Construct, and resizing it once again to 640 x 640 (making it pixelated) within Construct? Or does it not make a difference since you are rendering a 640 x 640 sprite in the end?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Dang. I have some effects that reduce the framerate by 5-8 FPS for a short period of time, but it's noticeable on mobile. It's not really much, but it'd be really nice if I could just cap it at a stable 50 FPS or something.

  • Thanks for clearing it up.