Prominent's Forum Posts

  • I don't understand. Where's the d3dcompiler_46.dll file? Is there suppose to be one in the game's exported node-webkit folder? Can't seem to find it.

    ah wait.. nevermind.. thought this was related to r195.. you're just talking about the alpha..

  • I don't understand why nodewebkit has to be updated to the most current version every time there is a construct 2 release.

    You don't have to update node-webkit when c2 gets updated.

  • Anyone know how to turn it off?

  • Someone purchased my game and

    when the app is ran on OSX10.7.5 they get this.. Any ideas why?

    "[46337:0117/212822:INFO:CONSOLE(0)] "WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost"

  • A noticable difference between the two is that chipmunk ignores the size of the sprites when applying forces; with c2's default physics you can see that larger sprites lag behind as you move the mouse around.

    Good to know- I hate how the box2d implementation messed with the mass based upon sprite size. If you set an objects mass, it should stay that value regardless of the scale of the sprite.

    +1 for chipmunk!

    boybacteria , cool icon!

  • jayderyu , I just posted a behavior plugin "Container Helper" , that helps a bit with picking family instances in relation to containers. https://www.scirra.com/forum/behavior-container-helper_p874258?#p874258

    Let me know if that is something that will help you.

  • Container Helper

    Say you have a few objects in a container, of which some are also in families.

    If a condition picks one object in a container, every other associated object in its container is also picked.

    But that doesn't allow you to pick them as a family instance without creating extra events that could end up complicated depending upon your implementation.

    This behavior has a couple expressions where you provide the family name, and it will return the uid(s) of the sibling(s) in that family that are also in the container.

    There is a capx included that shows a basic example of its use.

  • Somebody , People keep asking for more frequent saves in the game, so I changed it to save at start of every level.

    I also fixed some loading bugs and other bugs.. New files are available on itch.io page.

    Game also got featured on itch.io!

  • Problem Description

    The array foreach element overshoots its index length

    Attach a Capx

    [attachment=0:2dhcomx2][/attachment:2dhcomx2]

    Description of Capx

    uses foreach element x to loop through arrays, outputting the curx to a text object.

    Steps to Reproduce Bug

    • run the capx Observed Result text reads 10 Expected Result the correct index Affected Browsers
      • Chrome: (YES)
      • FireFox: (YES)
      • Internet Explorer: (YES)

    Operating System and Service Pack

    win vista sp2

    Construct 2 Version ID

    r194

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  • Somebody , yeah that is normal. Manipulating pixels on a canvas element is a slow process, so using a large brush will take more time, hence the lag. The editor is meant for pixel-art, which generally doesn't require large brush sizes. If your intent isn't to make pixel-art, then there are a lot more appropriate applications than this to use.

  • R0J0hound , btw.. is there anything specific stopping you from tilemap support? or are you just unsure how you want to implement it yet?

  • yay! looks like some nice additions

  • Slow in what way?

  • hm.. yea.. I think loading from url wouldn't work either because it would probably end up changing all the instances as well if they all share the same image. There'd have to be some built in support for multiple frames I guess.

    I'll have to experiment and see if I can work with using multiple separate 9-patches somehow. Will require more tedious management unfortunately. :\</p>

  • I have the 9-patch in a container.. so there will be multiple instances of it. I don't think putting them in a family will solve the issue.