Paradox's Forum Posts

  • Rhindon

    The object following the path isn't set to rotate so it appears to sit and wait, like it's following and invisible object that did have to turn around.

    And apparently setting the rotate speed up, makes the invisible object turn around quicker, so your object waits less.

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  • Actually I've always thought of it as X is the list and Y is the content of the list, X down, Y across...

    anyone else?

  • Could you give the page a bullet behavior? When it gets within a few pixels of the edge, turn off the bullet and snap it to 0,0.

    (a few pixels because when it's moving it may be jumping several pixels at a time. you woul dhave to adjust so it didn't snap backwards.)

    Edit: Oh, and when you perform the snap, you also delete all the old page underneath.

  • Ok, got one... [edit: This one got added!]

    I just found the debugger is a great way to work with particles. Adjusting while watching is fun.

    I had been writing a tutorial on particles, and the debugger will now be included.

    But it needs to highlight the fields you adjusted, so you can make the changes in the editor easier. Can they turn red?

  • You could also use an older Pathfinding Plugin.

    I couldn't upgrade my turn based grid game to the new pathfinding because I store every step of the path in an array. The new one only shows nodes at the turns. (still working in my game in r141.)

    00Rez's plugin may do what you need.

    http://www.scirra.com/forum/plugin-fast-path-finding-preview_topic50820_page1.html

  • Yeah, most of us are waiting for a jump in technology. However many things seemed like they would be years out, have already happened. So I expect a surprise in 6 months to a year.

  • That figures it did it every time I tried last night. now it's working for me too.

    Close it, I can't get it again either.

  • I made a Sprite Font Tutorial that links to this thread.

    https://www.scirra.com/tutorials/629/sprite-fonts-the-how-what-when-where

    One thing I noticed, I had fonts made up that use different Character sets, and when I was importing them, since they weren't in the editor anymore, I had to open Construct2's image editor to see what characters to type in the "Character Set."

    Could they be added to the text file?

    edit: That would make sharing them in the forums easier too

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  • Your capx is actually a caproj. (a project with all the files saved separately.

    Could that be the problem? you saved as a project by mistake, and then moved the caproj file not realizing the project files and folders were there too?

  • Link to .capx file (required!):

    https://static3.scirra.net/uploads/articles/629/SpriteFontExamples.capx (the actual project where it happened, my Sprite Font tutorial)

    Steps to reproduce:

    1. Swap the FontFamily in the first trigger event (the whole event)

    2. Hit undo where it should switch the triggered event back.

    Observed result:

    It pops up an unhandled exception:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Caught XML exception when undoing an action, this is a bug

    Condition: false

    File: Undo.cpp

    Line: 154

    Function: void __cdecl UndoBuffer::Undo(unsigned int)

    Build: release 140 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

    (I hit retry)

    it closed, and another popped up saying:

    "Error performing undo: Event block has two triggered conditions. This is a bug. Please report it!"

    I suspect it's trying to add the original trigger back before removing the modified one.

    Expected result:

    the original object would be placed back in the whole event.

    Browsers affected:

    n/a

    Operating system & service pack:

    Win7 64 bit

    Construct 2 version:

    r140

  • Change the Set laser width in the Else event (#5) to

    min(self.Width + self.increment,distance(laser.X,laser.Y,target.X,target.Y))

  • Before you do too much math to get it to stop short, wouldn't it be easier to set the z-order and have the laser behind the obstacles? It would look like it hit the side.

  • I think I got a solution, I added a "On Start of Layout" Event at the top, and added the "cubes_level_01=3" there.

  • Xionor what he was trying to say was, if you never use the manual setting, there is no need to check it.

    If the setting started as a variable, all you have to do is check the variable.