Prominent's Forum Posts

  • I create backups frequently because I never know when something unexpected will occur.

    I guess you can just redo it all, and make it better now that you have the foresight.

  • also why isn't there a built in way of retrieving the name of the video being played!? so annoying when there are missing expressions.

  • Is there a limit to the number of video objects you can have on a layout? I've added many videos but now they aren't playing. What are the limits?

  • Create a plugin to generate the data. Don't use events to do it. Using a plugin will allow you to run some javascript which will run faster than if you do it through events.

  • I'm using c2, not c3. So I haven't tested with that. (thought you were using c2 since this was posted in c2 section).

  • I had that issue recently. What I found is that I had to convert the videos to another filetype such as WebM. Because it seems nw.js didn't want to play the mp4 files I had.

  • It should work fine with families. Can you provide example file of the issue?

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  • What I would try if I were creating something similar, is store the tickcount at the time of the button press.

    So I'd probably have a dummy sprite object with variables I can set, like sprite.button1tick, sprite.button2tick

    Then when button is pressed store the tickcount to corresponding variable.

    Then have an event that checks if one of the buttons is down, or both, etc.. and also check if their tick variables are within a certain range.

    for example: abs(sprite.button1tick-sprite.button2tick) < fps*0.25 & (tickcount-sprite.button1tick <= fps*0.25 | tickcount-sprite.button2tick <= fps*0.25) do action for two button press.

    else (tickcount-sprite.button1tick > fps*0.25 & button is pressed & sprite.button1state = 0) do action for 1 button press and set button1state to 1

    if button 1 isn't pressed, set button1state to 0.

    if button1state = 0 and button pressed, set button1tick to tickcount.

    something along those lines..

  • event: sprite collides

    sub event: sprite-action <> "left" then set value "left"

    sub event: else "right"

  • Might be worth looking at the chipmunk plugin. It has a ton of features for working with joints.

  • Unfortunately, Prominent, there are no methods in the library I am using to enable access to the emscripten joint reaction force values.

    what about joint attachment x,y positions, and joint object uids?

  • Is there way to retrieve joint data?

  • I started using this, but I ran into something that I need that is missing from it.

    particularly, a way to assign speeds, tensions and a tag to the points, so that you can have it change speed/tension depending on the point it has reached, and also read its tag name. Also a way to retrieve these values, and maybe change them too.

  • Problem Description

    When you have a tilemap larger than the original window size, it cuts the polygons where the window divides up the tilemap.

    So if originalwindowwidth is 200, and the tilemap has 32x32px tiles, the polygons always have seams every 224pixels (one tile larger than the screen size).

    This is a problem when using physics, because objects get caught on the corners of the polygons.

    It still creates the seams even if the tilemap polygons consists of two tiles! as long as it extends across a division, it will create a seam in the polygon.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gg72hiIU9Bgjl4mL

    Description of Capx

    Has a tilemap and sprite with physics behaviors. Has lines showing where the seams occur.

    Steps to Reproduce Bug

    • run and press arrow keys to move sprite around across the seams.

    Observed Result

    the sprite will becomes stuck after moving back and forth across any of the seams.

    Expected Result

    the tilemap polygon process should be smarter so that it doesn't create so many seams. The example shows how even an isolated group of tiles will still get split! This should be fixed!

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r247

  • bilgekaan , I've added a link to new version (r8). If you set the X and Y to "Enable 3", it will position the pin points relative to the scale.

    I've also fixed a bug with flipping.

    I've also noticed that when mirroring/flipping, it doesn't mirror/flip the object's angle, so I'm thinking of a way to add that option.

    Haven't got around to implementing the repositioning pin actions either.

    This plugin is amazing, thank you!

    I only wish I discovered it earlier, it would have saved me many hours of work.

    no problem! glad it is useful.