PixelPalette's Forum Posts

  • While attempting to use it, i found out i cannot tile my ground tiles without breaking jump thru. I provided an example showing on the left with one tile, vs aligning that tile multiple times for tiling on the right. The player falls through it.

    dl.dropbox.com/u/39646614/Platform%209%20%28jump-thru%29.capx

  • Okay i figured out how i broke it with sprite object. It seems i cannot have these object tiles close to each other, or it will fall right through for some reason. If i don't attempt to add multiple (just one tile) it works fine. So it has to be a flaw with jump-thru.

    That is a problem....

  • Checked it again and indeed uses sprite, but for whatever reason it doesn't work for sprite object, just tilebk. i'll figure it out some other time. Thanks 8)

  • What new problem ?

    Your limited to static tiles, because of tiledbackground.

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  • Check the manual.

    You can see the purpose of the jumpthru and that it is to be set to the platforms.

    Be sure also to check the file Platform 9 (jump-thru).capx in your C2 install\examples folder.

    Yep. checked it out after posting, and saw the problem, but introduced a new problem that i think hinders artists.

  • Ah, i see the problem. It doesn't work with the object being sprite objects. Only works with the static tiled backgrounds. perhaps a bug or nobody thought of making it work for sprite objects? i like doing none static tiles.

  • Do i apply it to the player or the platform? Currently i have the platform with the jump-thru behavior, and the base player(collision base with another object to display its animations ontop of it) with the platform behavior. But, it just seems the player cant land ontop of the platform. it just falls through.

    Edit: possible flaw with jump thru.

    Edit2: posted example in bug section.

  • Seeing as they are after the gaming market, i doubt they will be doing this at all, as a two man operation. But.., if they where to acquire more people they could possibly expand the Scirra brand to other markets.

  • FL, US

    scirra.com = 128ms

    69.34.100 = 50ms

  • Try Set Layout Scale?

    It somewhat works, as i have to set layout scale, change the window size, and anchor things in place that don't move. Then we have things that do move... You see the problem?

    I think its better if you added a scale percentage to the properties, so that it scales the entire program. "Width: 200%, Height: 200%" This is found in gamemaker btw. I don't know about there html5 version though.

  • Don't know if this is a option yet, but how would i go about scaling the game? the only option i see is full screen mode, which is what i am not looking for. Wanting to double the size of the game, because i use a small resolution (224x256) Thanks.

  • Yep. Thanks Yann 8)

  • Was wondering how would you achieve displaying more place values for the game score? Example "000000000"

  • "cap = 0 > cap = 1 > spawn cap > pin to spawner" That seems to work great. I guess i didn't need to reposition it. Thanks for the help! 8)

  • The way i did it in game maker was to spawn the object, while storing its id. Example "mycap = instance_create(x, y, obj_cap);" then i just told the spawner object to reposition the cap to its x, y, using the mycap reference. "mycap.x = spawner.x; mycap.y = spawner.y;"

    This process was strait forward for me.

    In C2, i tried this by putting a variable in the spawner object, then did this condition "if spawner.myobj == 0 > spawn cap object > store spawner UID in cap object's variable > set spawner.myobj to 1" so it only triggers once.

    then in every tick, i tried to set the caps position to the stored id like so "set position to self.storedid, self.storeid"

    Didn't seem to work. What is one way to achieve this? Thanks for the help.

    Also, there is no real in depth tutorials on varies uses of UID/IID in the manual or tutorial section, so i just been trying to guess it with no luck.