oldsatchmo's Forum Posts

    Of the things I've read here, I would very much like:

    1. A visible grid for the "snap-to-grid" option. And it would also be nice if the activation of this option would save along with the project, so you don't have to re-check every time you open it.

    2. Hiding the mouse cursor when it's inside the game screen.

    Also, in Classic, there's a way to make an object global, simply by checking a box in the object's properties. I don't think that option has made it's way into Construct 2 yet, and I would very much enjoy having it.

    And, of course, I would be stoked to have all the functionality mentioned in the original post. Great stuff!

  • Holy crap! Look at you, saving me all sorts of time. Thanks, man.

    Yup, I definitely renamed the Text object, without giving the actions attached to it a second thought. What a dork.

    Anyhow, thanks again.

  • I think something similar happened to me. I was working on a project, and while C2 was still running, I got this message:

    <img src="http://micahjones.info/images/bug.PNG" border="0">

    (Sorry it's an image. The message wouldn't let me copy/paste.)

    I think I pressed "Ignore". I changed a couple more things, then I exited C2. When I tried to open the project again, I got that same message (I think . . . or at least one very similar). After that, I got this message:

    <img src="http://micahjones.info/images/bug2.PNG" border="0">

    So now I can't open the file at all. I saved everything as a single file, which might have been a mistake. I don't really understand much of the content in the message, but it seems like it's telling me that something is missing.

    When I received the message the first time, I think I was adding values to a variable every time the player overlapped an area. The event worked, but when I pointed one aspect of the action to a different object (without recreating the whole event), I think that's when I got the message.

    Anyway, I'm running Windows 7. Here's the cap:

    test

  • That did it! Thanks, R0J0hound.

    I think the font itself might have been a problem, too. The Resource("chunk") expression didn't work for my original font, but once I tried it with a different font, it worked perfectly.

  • Hello! I'm having trouble getting the plugin to work. I've installed it, and everything seems to be set up properly. I didn't use the "AppPath" format of the example, because I wanted to include the file as a resource.

    At the start of the layout, I set up the Extract and Load actions for the font, which is included in my project's "Files" folder. Then I added the action for the text to change to my desired font. But when I run the layout, the text displays as Ariel.

    Here's a cap:

    http://micahjones.info/games/Hujiko%20test.cap

    Maybe I've done something wrong?

  • I don't think it's specific to the newest version. I upgraded to Construct Classic in the middle of this project, and the physics were a problem before.

    Although, there were noticeable changes in gravity from one version to the next (specifically, things fall much faster with the newer version).

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  • All right, in the properties for "Application 1", I changed the "FPS" setting to 30. But when I looked at the actual framerate the game was executing, it stayed around 60. I think the "FPS" section only changes the framerate if the setting above it is "fixed". Is there a way to alter the framerate when your setting is vsync?

    Setting a fixed framerate of 30 and 60 FPS didn't do much for making the speed consistent across layouts.

    Also, I've noticed that the speed of falling objects is only faster in the first few layouts. The later ones are pretty consistent with each other.

    My mistake was probably in creating a separate layout for each screen. Next time I'll try scrolling through a larger area.

  • Hello. I'm working on my first full game in Construct Classic. It's coming along nicely, but I'm having some issues with the Physics behavior. My game is a digging platformer, and I use Physics to affect the gravity of boulders that fall from the ceiling.

    My problem is that these boulders exist on different layouts, and there isn't much consistency in the speed at which they fall, from one layout to the next. I'm not sure if it's because each layout has a different number of sprites, so the screens are rendered at different frame rates. I used the Platforming behavior for the main character, and his movement is consistent across all layouts. I tried using events on each layout to bring consistency to the boulder movement, but it hasn't worked.

    Here's the file: http://micahjones.info/games/digging%20game.cap

    It's not a problem that destroys the gameplay, but it is distracting. If you notice any other glaring issues, feel free to point them out. I would love some feedback.

    Thanks.