R0J0hound's Forum Posts

  • Have a look a my tetris example on the arcade:

    http://www.scirra.com/arcade/puzzle/1259/tetris

    There is a link to the capx under the game. Some bits of isn't working right in the latest release of C2 but in general it works correctly.

  • I got a solitaire capx working here:

    https://www.dropbox.com/s/nircnve4n9uyy ... .capx?dl=1

    /examples16/solitare.capx

    You are just as likely to win as if you were playing with a real deck of cards.

    I opted to not use arrays and now that it's done I wonder if it may have been simpler to use them.

    EDIT:

    I'm positive this could be done much simpler. As a first full attempt at such a game I added a bunch of events to try stuff out.R0J0hound2012-12-17 07:32:43

  • One idea would be to not drag the nodes directly but rather drag ghost nodes. When you drop the ghost it moves back to the node. While dragging you could then do a loop to move the nodes to the ghosts in steps. Each step reposition the bar and if it collides with the box move the node in the opposite direction from the ghost a bit.

    Or something like that.

  • Sorry for the late reply, I had a look and couldn't identify the issue.

    It may be something simple but it's time consuming to debug. If it helps give me a day or so and I'll try to make a example cap that combines the tile recycling and tiledbg texture bank.

  • The debugger will only display a 1d array regardless if your array is 2d or 3d.

  • The ship has the platform and physics behaviors, they both are moving the ship. Try removing the platform behavior and moving the ship with just physics by applying forces. Events 9-10 will need tweaking.

  • If you store the object's old position you could position trail sprites in between by lerping between the two. Something like this:

    repeat 10 times

    create trail at lerp(obj.x,oldx, loopindex/10), lerp(obj.y,oldy, loopindex/10)

    And if you want the trails to be a fixed distance apart you could do something like this:

    repeat distance(obj.x, obj.y, oldx, oldy)/10 times

    spawn trail at obj

    move trail loopindex*10 pixels at angle(obj.x, obj.y, oldx, oldy)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ashley

    r112 seems to have fixed the crash on exit for me.

  • Just add a revolute joint to a immovable physics object and it should work. The object can be anywhere.

  • Unfortunately I don't seem to be able to get any tiles to load, so I can't test why the textures reset.

  • Can you re-post the cap file? You just posted a persist file in your first post.

    The tile recycling should work fine with the texture setter. I think the only change needed would be to remove the "set frame" action with an event to pick a tex and set the tile's texture with texture setter.

  • Yes it will. The order of your events and actions is what causes it and by adjusting that order you can also eliminate the lag.

  • I'm unsure if it's the same crash on exit bug but I can reliably cause a crash in win vista 32:

    1. Open Construct2

    2. Create new project

    3. Add Sprite

    4. Close image editor

    5. Close Construct2

    6. "Construct 2 game creator has stopped working"

    I've since narrowed it down to find that whenever the image editor is opened Constuct 2 will crash when it exits.

    The error report is always the same, the only thing that stands out is the "fault module name" is "gdiplus.dll". In r52 Ashley made the image editor software rendered and I presume that he may have used gdiplus to do the drawing. So my thought is something isn't being uninitialized properly.

    EDIT:

    I just further narrowed it down to find it will only crash on exit if the color palette is opened which would effect r99 on.

  • Here is a working example with zooming and scrolling:

    http://dl.dropbox.com/u/5426011/examples16/pinchzoom.capx

    I used two layers and only scale layer 1. layer 0 I used to get the touch positions used for zooming. If I scaled the layout instead zooming became very unstable.