RegPhoenix's Forum Posts

  • 11 posts
  • I'm creating a buffer for player input to trigger and prioritize moves. Each button and gamepad direction is assigned a letter which is pushed to the back of an array which is limited in size to (6,1). Every tick I set an instance variable called "Moves" in the array as follows:

    PlayerInput.At(0) & PlayerInput.At(1) & PlayerInput.At(2) & PlayerInput.At(3) & PlayerInput.At(4) & PlayerInput.At(5)

    I now want to check that this array does NOT contain a specific set of combo inputs (e.g. "ABXY", "XYABX") which may be 4, 5 or 6 letters long, so that I can trigger lower priority non-combo moves

    I have tried the following event using the "system compare two values" option:

    find(PlayerInput.Moves, "ABXY") = -1 AND find(PlayerInput.Moves, "XYABX") = -1

    But this doesn't seem to work. I assume the find expression returns -1 when the string is not found. Is there a better way to do this check? Any suggestions appreciated.

  • Ashley are there any more C2 updates planned to address the performance issues caused by the Spectre patches?

    The only solution I can think of is to buy a new processor as I'm currently running a Haswell which apparently is one of the worst affected by Spectre when combined with Windows 10.

  • I'm facing all kinds of issues since the recent Windows 10 updates were applied (related to Spectre I assume) including the resizing issue you mention.

    Everything was running at 60FPS 2 weeks ago on r249. No changes to my game or hardware but the framerate is now fluctuating between 30-60 FPS and for some reason the browser crashes every other time I run my layout - never happened before.

    Same issue across all browsers. Tried upgrading to r252, I noticed a slight improvement but still significantly worse than before the Windows update. No issues with the C2 runtime itself. My Windows Build is 16299.192. Couldn't say what it was before the most recent round of Windows updates.

    Anyone else facing similar issues? I'm hoping that r253 has a magic fix for this as I'm completely out of ideas.

  • lucid I'm unable to get the addon working with the offline version of C3. I get the message "failed to install addon. Check the browser console for details".

    Ashley do addons work the same way for online and offline versions of C3?

  • rexrainbow , any plans to port this plugin to Construct 3? Would be really helpful for a project I'm working on. Thanks,

  • Hi lucid, I'm facing an issue with the Spriter 11 editor. When I select multiple sprites at once and drag them around the canvas (with the mouse) they move at different angles and speeds instead of all together. When moving with the keyboard it works OK.

    This issue doesn't occur in Spriter 10 and below. Not sure what is causing it. Is there an option or shortcut to disable this? Don't see this mentioned anywhere in the online help.

  • I have a player sprite with the 8Direction & platform behavior, and "floors" which are tiled backgrounds with the jumpthru behavior. Everything works fine when the floors are at a 0 angle. The player can walk over them and jumpthru them. On falling the player lands on the floors as expected.

    But when I place the floor at a non-zero angle (to act as a staircase), on falling the player does not land on the angled floor but falls through it and I cannot understand why. In addition if the player is moving too fast, he will also fall through the angled floor.

    I've tried adding a detection sprite under the player sprite and changing the angle of the player when he jumps, but this doesn't seem to help. The only option that works is to give angled floors the solid behavior, but this prevents the jumpthru behavior from working.

    Any suggestions appreciated.

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  • Thanks for the response, but I'm guessing C3 is at least a year away and I'm now in the level design phase of production when I need the zoom out feature the most.

    I and I'm sure others on this thread would appreciate it immensely if this could be addressed in a near future C2 build as well, but it sounds like a few days/weeks of development work, rather than the few minutes I assumed.

  • I think Ashley seriously needs to consider the needs of PC game developers. The 10% zoom limit is fine for tiny mobile game levels, it is a huge hindrance for even mildly ambitious PC games.

    My PC game will run at 1080p. The player sprites are 200px tall and can move very quickly. The nature of my game is such that the layouts are going to be large, even when breaking up a level as much as possible between layouts. Like you delgado my layouts will be upto 200k (but not much more). At present, it is a huge pain in the rear to build levels, scroll around, move things or simply just eyeball layouts of this size.

    My game is not yet optimised but still runs perfectly fine at 60 FPS on a modern spec PC and uses 1gb of RAM, so I completely reject the suggestion that we are creating games "too big" for Construct2.

    There is absolutely no harm in extending the editor zoom capability. I really don't understand the resistance.

    Others on this thread please comment if you agree.

  • For the love of all that is good and holy, Scirra, Ashley, can we please get an official response to this very reasonable request!

  • At present it's not possible to zoom out further than 10% in the layout view in the Construct2 Editor. This makes it incredibly difficult to design large levels as I need to constantly scroll around the screen when placing and sizing tiled backgrounds over large areas and it's impossible to "eyeball" the whole layout.

    Having searched through the forums I'm surprised to see this has not been raised in the past. I assume this is because most Construct users are making mobile games with small layouts.

    I have large layouts (100k by 200k) made up mostly of tiled backgrounds (a GTA-lite PC game which runs well). At a resolution of 1920x1080 on my monitor I'm restricted to roughly a 14k by 10k view of layout editor at 10% zoom which is nowhere near enough.

    Appreciate if Ashley would consider extending the zoom out to 1% - hopefully it's a very minor piece of work that can be addressed in a near future Construct2 build.

  • 11 posts