PixelRebirth's Forum Posts

  • While Phonegap is easy to use in comparison, it does nothing to improve performance for the HTML5 canvas, which still is very bad on many mobile devices. And if my understanding is correct, the appmobi thing does some of its own magic to speed things up considerably.

    If that is true at all, I do still think that appmobi would be a very interesting option to explore. Although one might have to overcome the obstacle of lacking documentation.

  • hanks for your suggestion too, PixelRebirth. This works pretty well but the player now thinks he's on the floor when overlapping the platform at any point, not just on the top.

    Ah, I figured it might be a glitchy fix. Didn't notice this myself because of my animation events. I changed a few things around and I see what you mean. Too bad, hehe.

    Looking forward to seeing this fixed for the next build.

  • I think you can fix this quite easily yourself for now by editing the runtime.js of the platform behavior a little.

    Find the part where it says the following:

         cnds.IsOnFloor = function ()

         {

              // Must be overlapping solid in current position

              if (!this.runtime.testOverlapSolid(this.inst))

                   return false;

    and change it to:

         cnds.IsOnFloor = function ()

         {

              // Must be overlapping solid in current position

              if (!this.runtime.testOverlapSolid(this.inst) <font color=green>&& !this.runtime.testOverlapJumpThru(this.inst)</font>)

                   return false;

    The added part is green.

    Tried it in my project and it seems to work fine. I'm not an expert though, so use at your own risk and save a copy of the original runtime.js if you want to try it.

  • Finally someone made a plugin like this. Thank you Zizaco, it's certainly very much appreciated!

  • Ah, indeed there's already a thread about it. My bad. But judging from the thread I linked above, it doesn't seem like the devs looked into it already. So hopefully this helps at least to bring it to attention some more.

  • I'm generally in love with rexrainbow for creating so many plugins lately, and this one seems like a fun addition too.

    But I'm a bit on the fence with behaviors serving a simple functionality you could easily create with events. Might keep new users from meddling as much with events as they should, therefore not having the best learning experience.

    So, that's it for nitpicking. Please do keep those nifty plugins coming!

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  • A platform behavior controlled sprite won't behave properly with vertically moving platforms (solid behavior). You will get stuck in the platform while moving upwards and be constantly falling while moving downwards, rendering you unable to jump for most of the time.

    Was just mentioned in another thread yesterday and I recalled that I ran into the same problem too a while ago. Came up with a nasty but acceptable workaround, but I'd rather have this working properly of course.

    Here's a link to a demonstrational capx:

    Platform glitch example

  • I would suggest to use a rectangular sprite which serves as the player hitbox and has the physics behavior attached. Enable "Gravity" and "No rotation", also you probably want the "Contact elasticity" to be 0%.

    Now make events that add force (Physics tab). For moving left/right add negative/positive values to the X component. Don't forget Timedelta, because this is repeated when the key is held down. Also you need to include a condition that prevents force to be added when you're already at your maximum movement speed.

    For jumping add force again, this time a negative value to the Y component. Also this is usually a one time key press, no Timedelta here.

    Well, those are the very basics that should get you going I hope. Mixing Physics and Platform behavior won't work too well, as you probably have figured out yourself. Remember to keep centered hotspots for all physics objects and also use bounding box collision masks where possible for maximum performance.

  • Just encountered this problem myself, because I'm mostly using File preview mode to prevent a problem with the server not shutting down when using HTTP preview mode.

    Guess I have to hope to see the HTTP problem fixed in a future C2 release, so I can completely ditch File mode.

    A workaround for me is using Firefox, which seems to work with File preview and auto mirror/flip. So maybe it's just a browser setting and can be done in Chrome/IE9 too? Or is this some oddity that's special to Firefox? Since Ashley said browsers normally block the necessary features...

  • I don't actually want to join in on the constant demand for an EXE exporter. If I really do need to make a standalone windows game, Construct Classic does a fine job for now.

    Still Ashley's statement has me slightly worried. While it may be true that WebGL will eventually be widely adopted and browser games will improve massively in graphical quality and performance, a standalone executable game is still a whole different story.

    For the foreseeable future there will still be a demand for native win/mac/linux titles. I don't see massive fullhd 2d titles with tons of content running in your browser any time soon.

    Browser games are still best suited for smaller, more casual titles or ones that are directly integrated with some social network. While standalone games can be anything really and don't need to deal with the problems different browsers might pose and also can take much better advantage of the actual pc power.

    So what I'm saying is basically: one can't really replace the other, the scope is just different. And since I was under the impression Scirra was out to make Construct 2 the ultimate game development tool, not just the ultimate web game development tool, I'm very positive there should be an OpenGL exporter somewhere not too far down the road.

    Relying on a third party to do so would be a mistake in my opinion. I bet that the exporter would sell pretty well too. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • looks like a buggy java installation.

    consider un/reinstall java and c2.

    The Construct 2 installation should be fine, since I'm always keeping up with the latest version and uninstall the older one before. And I've had this problem during many different versions of C2.

    I also doubt it's java. Keeping up with the updates there as well, haven't had any problems. Thanks for your suggestions though.

    Are you on the latest C2 release?

    Yes, I'm on r63. Happened on previous releases as well.

    What OS and service pack are you on?

    Win7 Home Premium 64bit no service pack installed

    I think it's most likely the HTTP server not shutting down - if you always use File preview mode, does it still happen?

    I think you're right. Slipped my mind to try the File preview tbh, and yes, it doesn't happen if you use File preview mode. I tried to make it happen about a dozen times. Nada. Then switched to HTTP and after 4 tries I had my Construct2.exe ghost process again.

    File preview helps some, but for quite a few features you would need HTTP preview.

  • Bumping this, because the issue is still there. And it got increasingly frustrating to me, because I'm trying my hand at some plugin development lately. Which means I'm opening and closing Construct 2 even more often.

    And it happens a lot. On the average I would say every four times I open C2, the process remains after closing it again, and as a result I cannot preview anymore. As I mentioned Construct2.exe can't be killed from the task manager.

    I don't do anything special, it just eventually happens. So I don't know what to tell in order to reproduce it. Maybe other users with the same issue can shed a little more light on this too (are there any?).

    Running as permanent background processes are Threatfire, Avira Antivir and ZoneAlarm. I was fishing a little, trying to close the programs, but it doesn't seem to matter. C2 still behaves the same.

    So yeah, I'm a little lost here.

  • What, Minor is around again?!? Great! <img src="smileys/smiley17.gif" border="0" align="middle" />

    I remember that project quite fondly.

    To me it seemed that your C2 version needs some movement tweaking. More acceleration/deceleration, for a more direct response to the player's key presses. Also I think the jumping is too "vertical", if that makes sense.

    It's generally a little tricky to get the C2 Platform behavior to act exactly like it did with CC. Also there's no jump sustain so far. Well, you'll figure it out.

  • It seems to work fine with current C2 versions if you edit the runtime.js a little.

    Search for all occurences of "cr.plugins" and add an underscore, so it'll be "cr.plugins_". I think it just appears four times at the beginning of the file.

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