RayKst's Forum Posts

  • Then we're comrades, since i'm brazilian too and wishing to make a living by making games, best o luck to you :D

  • Well it turns out that i'm using System Compare Two Values. So it not picks as expected. In my example. I have:

    System: abs(Object2.X - Object1.X) <= Value -> Object2.Var = Something

    All Object2 instances get affected. Resuming what is happening is that my Object2 acts defined by an AI. But when an event triggers an action on one instance all other instances do the same action. Clearly a picking problem. I'll try to find a workaround.

  • Ok, got it thanks !

  • I'm making my enemies AI. So picking is really important here. My question:

    In an event like this:

    Object1.X > Object2.X -> Object2.SetMirrored

    Does all Object2 instances get's affected or just the one picked by the condition ? It seems the all Object2's are getting affected.

  • Already reported this bug btw :)

  • Yeah Scroll To is affected too. If my char is on front layer with normal scale and i have a back layer with scale 0.5 the camera with not scroll correctly to the character. I'm not surprised since scaling affects everything, positions, collisions etc. Kinda hard to make it work with everything.

  • Example:

    I have three layers, one with scenary, one with actors and a back layer with distant scenary. This back layer i put scale 0.5. Problem: Objects on it are scaled correctly but collision rect is not , or is scaled wrongly.

    On Win7, Chrome 15 as always.

  • Geo Just resize it as wanted. Or am i misinterpreting what you want ?

  • About the checkboard just create a checkboard image 2x2 that is white black on top black white on bottom (or vice versa :D) and import it on construct as tiled background object.

  • There's many ways to simulate lightning. I don't know how it works in terraria but it seems that it's a highly tweaked system specific for their case. Seems not to be shader based but more like an alpha blending based one. It's not difficult to implement in the simplest form. Now that we have WebGL this is all doable without framerate drops, shader based or not. Canvas is just too slow for this. Great lagging on Chrome and Firefox, even with HWA enabled. Smoother in IE9 but IE9 is broken right now , i don't know if it's on C2 side or on IE side.

    Anyway i think we are all waiting for the day when Construct2 will be on par with Classic supporting effects, color tint, advanced blending etc.

  • That's what i thought :) I'll have to custom make my html5 to make it work like i want. Or just make it fullscreen :)

  • Ashley just found a solution for the problem of selecting elements outside of canvas when using clicking repeatedly. Solved all my complains about locking mouse to canvas :D Maybe it could be added by default in the HTML on next release ? Just put this on style tag

    body

    {

    -webkit-user-select: none;

    -khtml-user-select: none;

    -moz-user-select: none;

    -o-user-select: none;

       user-select: none;

    }

    This will prevent selecting all elements on page. You can still click on them of course. Tested it on Chrome, Firefox and IE9. In Chrome and FF it works perfectly. IE9 doesn't seem to implement it yet.

  • Noga Fixed it ! Thanks for pointing out.

    andreyin Yeah that's normal since i disabled it because it's unstable right now . Making custom movement with platform behavior can be hard :D

    And yeah the little stomper is implacable :) He even jumps the stone blocks like crazy to follow you :) Just trigger waypoints nothing hard to do.

  • First the Trigger Once is necessary if you're doing state based animations. Second have you checked your animation properties ? Like speed looping etc ?

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  • Bastion seems to be the first real paid game on Chrome Store. I wonder if this model will apply for all types of games not only NaCL games.