Momio's Forum Posts

  • Here is the alpha threshold effect, link still working: https://www.construct.net/en/forum/construct-2/effects-31/effect-alpha-threshold-51895/page-6#forumPost469278

    And its demo: https://www.construct.net/en/forum/construct-2/effects-31/effect-alpha-threshold-51895/page-6#forumPost946059

    Litetween 1.7 for C2: https://www.construct.net/en/forum/construct-2/addons-29/behavior-litetween-48240/page-52#forumPost1051013

    It'd be nice having all the stuff accessible in one place, digging for this stuff it's always a pain!

    Thanks a bunch for your links, and long live C2!

  • Wow! You are a lifesaver!! Thanks a lot!!

    Since I was looking for effects, I didn't think of looking in the addons subforum...

    I didn't even know effects could be packed as addons! I thought addons were only for new behaviors and object types. I always just copied the effect files to Construct's Effects folder, hehe.

    Thanks again!

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  • Hi!

    I had a nice collection of C2 effects, but I bought a new computer and saving them didn't cross my mind.

    Is there any (not expired) repository of old effects anywhere? I'm particularly interested in the (texture) scroll effect, which saves a lot of time and headaches for looping backgrounds. I did quite a bit of searching here, but I only found expired links.

    Shoutout to Wisdoms, who seems to be the most recent find on what I'm looking for here https://www.construct.net/en/forum/construct-2/effects-31/looking-archive-user-163710?kws=scroll#forumPost1052938 but the link don't work anymore (I tried to reply in the corresponding thread, but since it's years old the forum doesn't seem to allow it).

    Thank you!

  • Three months late, but thank you!

  • Hi! It's been ages since I posted here!

    I could swear I saw this plugin on the store once to harness all the smoothness of linear sampling while keeping perfectly clean and crisp pixel edges on pixel art... don't quote me on this, but I think the Mighty Goose game used it.

    I searched everywhere to no avail... could someone help me? Did I... dream it? 😅

    (Edit: just to clarify, I'm talking about Construct 2, since C3 seems to do leagues better in this regard!)

  • Yeah, I assume that having a jumpthru (or solid) and platform behaviours at the same time is probably calling for trouble, but the thing is: the platform behaviour is disabled, so it should not be affecting anything at all (or if it does, at least you would expect it to be consistent...I have two platforms on the example wich are the same, and one works as a platform while the other doesn't. Both platforms have their platform behaviour disabled.

  • Problem Description

    Jumpthru behaviour works inconsistently if the object also has a platform behaviour (even if it is disabled). Some identical instances of the same object properly work as platforms while others let the character fall through. From what I observed, if there is a single instance, it usually doesn't work.

    Attach a Capx

    CAPX

    Description of Capx

    It's simply an active platformer object with two Jumpthru platforms wich also have a disabled Platform behaviour.

    Steps to Reproduce Bug

    On start the characters lands on one of the platforms. Simply walk or jump to the other one. The bug is noticeable too by deleting one of the platforms.

    Observed Result

    The player object falls through the second platform, despite it being a direct copy of the first, functional one.

    Construct 2 Version ID

    265

    (If somebody is curious about why in the world did I need such a behaviour combination, it was for making a crumbling platform. On timeout, it would disable collisions and activate its platform behavior to let gravity do its thing while fading out. I worked around the bug and simulated the gravity with a bullet behaviour using acceleration, which I guess is more optimal anyways.)

  • Oooh, I see, makes sense. Set speed to 1 and it works. Not a bug then, thanks guys!

    I would say it would be logical than you can set an angle even motionless at 0 speed, but can't say it's exactly wrong how it works either, I guess...

  • Problem Description

    In this code the set angle of motion of the bullet behaviour doesn't seem to register if called inmediately after enabling the behaviour.

    Attach a Capx

    CAPX

    Description of Capx

    The capx simulates a simple hit points indicator. The idea is that when losing HP, each heart sprite falls down using bullet behaviour at 90º.

    Steps to Reproduce Bug

    Pressing any key takes off 1 HP

    Observed Result

    Hearts move at 0º angle despite a 90º (falling down) angle being specifically set.

    Expected Result

    The sprites should move down. Strangely enough, if a minimal wait is made (toggle on the only disable action in the capx) the intended motion angle works. It seems it needs at least a frame for some reason.

    Using a way simpler example setting an angle after enabling bullet behaviour works just fine. Maybe it has to something to do with objects spawned on runtime?

    By the way, moving the set angle action to the part of the code that spawns the sprite doesn't work either, neither does putting it on an on created event for the sprite.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Edge: YES

    Operating System and Service Pack

    Windows 10 60-bit 1709

    Construct 2 Version ID

    250 64 bit (Also fails on C3)

  • Most games are not affected by it. It causes maybe something like +/- 2px difference.

    Just my rotten luck...bugs really like me!

    I'll work around it then, I guess.

  • M'kay, first of all, im late to the party since this has been reported by Scirra themselves months ago. I did a search here in the forums and didn't found anything, so apologies if it has been already discussed apart from a few comments on that blog post.

    The thing is, platform jumping height in C2 is not consistent. I ran into this today (because weird bugs love me) in my project since my character jumps just enough to reach a certain number of tiles. To my surprise, while testing on a mobile device with worse performance than my pc I found out that I could only reach that height after a lot of tries. Upon further testing on pc, I saw that it fails to reach that kind of jumps sometimes. It also seems to jump a bit higher if you have horizontal speed (so it's specially problematic trying to jump over a wall while just next to it).

    After employing a lot of time trying to see what may be wrong with my project, I found that blog post and saw that it was a C2 problem.

    What I find kind of annoying is that while a fix is mentioned, because of possibly breaking old projects, is apparently not contemplated on C2...but C3 will have (already has?) an option to select between new precise calculation or C2's faulty one. Why not give C2 that option too?

    Now, I understand that maybe it's not an easy fix, and that C3 takes priority since it's a newer product and the future of Construct. Construct 3 is pretty good for newcomers and veterans alike, but a lot of us already have C2, does what we need of it, and are in no hurry to jump to 3.

    But this kind of sneaky bug can break a game (I could have released my project without noticing and players could find inconsistent (worst case impossible!) jumps not present on my testing. And the player is more likely to put the blame on devs instead of the engine, making us look bad.

    Also, I don't think it's fair that C2 gets stuck with a bug considered "embarrasing" in Ashley 's own words . Consistent jumping is just basic stuff.

    After a quick look on 3 for this optional fix I couldn't found it, so maybe it's still on the works and C2 is on his way for a fix too, so it may be a moot point, but it would be good to know!

  • Disregard this, it was because the placed instance had a general (not particle plugin proterty) angle and the spawned one has 0 by default. Delete or move to closed!

    Problem Description

    Particles spawned from another object behave incorrectly.

    Attach a Capx

    Capx

    Description of Capx

    It shows an in-editor placed particle object versus the same thing but spawned from a sprite.

    Steps to Reproduce Bug

    • Create particle effect on a layout
    • Make another object spawn the same particle object

    Observed Result

    The particle emitters looks noticeably different, the spawned one looks more scattered.

    I checked them on debug mode to see if the spawned one didn't take the default values for some reason, but both have the same parameters! yet still behave differently. It appears as if the spawned one has a wider spray cone, despite debug mode saying otherwise.

    Expected Result

    Obviously, the spawned particles should behave according to their default properties.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)

    Operating System and Service Pack

    W7 Sp1

    Construct 2 Version ID

    R244-64 bit (Reproduced on C3 too)

  • Just wow...this is ridiculously awesome!

    Tons of potential, great job! (Both you and Gigatron)

  • The original .capx is not a very good case - it relies on Platform + Solid on the same object, which has never been a directly supported case in the engine. The engine treats objects as either a moving object or an obstacle; you shouldn't use both. (I might actually block this case in C3 since it's not supported and people keep doing it.) I'd appreciate a different example .capx that shows a similar problem without using this not-really-supported case.

    Thanks for your anwser, Ashley. But I think you should reconsider your posture on Platform + Solid not working well together and maybe look into making them more compatible (or offering some alternative for solid platformer objects). Also blocking it on C3 could break a lot of old/current projects and negatively impact backwards compatibility.

    While I don't know the inner workings of Construct and assume it may be difficult to fix that incompatibility, think that stuff like pushable solid blocks (for wich using platform behaviour seems like the simplest and more obvious solution so they are affected by gravity, move around with Simulate control when pushed and interact with platforms) are actually a pretty common case on platformers (So there's the reason a lot of us keep doing it! ). Just to name a few examples, Spelunky, some Sonic games (like the first one) or even solid enemies you can stand on like in Super Mario Bros 2, and the list goes on and on.

    For what is worth, as far as I can tell platform + solid currently works pretty well anyways, except on this case (on a moving platform, wich on most games it probably would be considered a rare case)

  • Momio you could enable double jump after climbing the ladder then disable it when you want to.

    Between the time I posted this thread and read your answer, I did my own jump sustain mechanic independently of platform behaviour...it was easier (and less of a mess) than I thought!

    But that's clever and could be simpler and more clean than my solution, since I don't contemplate (real) double jumping on my project I never thought of that, thanks!

    (Although, upon testing, I run into the same(ish) problem...If I jump from ladder to ladder (or from wall to wall, I need this for walljumps too), I can't reset double jump to perform additional jumps without touching ground, oh, well...back to square one, I guess! )