sqiddster's Forum Posts

  • I did test it comprehensively, and I have become quite the expert at incurring the bug ;). I am 99.9 percent sure it is fixed.

    SullyTheStrange, my campaign is not entirely selfless... I am quite desperate to release my first game, is all ;)

  • Oh... My... Goodness...

    Ashley, it looks like you fixed it...

    ...

    ...

    ...

    ...

    Thank you. Thank you all for your support! Google chrome hasn't fixed it yet on their end but I'm sure they will soon, thanks to Ashley's help.

  • Why use Player.imagepointY(0) instead of Player.Y?

    Also there is an unofficial plugin specifically for this:

    Try it here.

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  • Also I would speed your animations up by a factor of 2-3.

  • Sulley, it is quite addictive, eh ;)

    Geru, no problem, have fun!

  • septeven epic win!

  • sunavagun there is nothing wrong with telling your players they have to use firefox. However be prepared to lose a significant portion of your player base.

    Also, in my experience Chrome is much better at HTML5. It has the Web Audio API, and in firefox the WebGL rendering is blurry and the games are noticeably choppy.

    But, thankfully, all browsers are going full speed ahead with HTML5!

  • Happy birthday... With all that has been achieved by Scirra in just one year... I cannot even imagine what the second birthday will bring! If we keep on the current trend of rapid development, by 2014 the games should code themselves!

  • Ashley, thank you for putting this issue under consideration! It is just a large issue for me as I am making a rotary gravity shifting platform game for the contest, and circular planetoids are central to its gameplay. Since the collision objects are so large, an octagonal collision mask does not cut it.

    Hmm, I just came up with an idea... Perhaps I could instead make 'segments' with 3 or 4 points of collision, and they could be rotated around a single point in the editor. I suppose this would be a viable alternative.

    Keep working on the important features! I trust your list of priorities completely ;)

  • After a bit of thinking, I came up with the best simple way that I could do it without going into advanced algorithms. There are 2 events.

    dl.dropbox.com/u/41931267/Ball_spawner.capx

    It should work well unless you need to comprehensively cover every spare space on the screen.

  • Is this feature difficult or impossible to implement? It would be a thoroughly valuable addition to C2 and I hope that Scirra will consider it.

  • sunavagun we are aware that it is a chrome bug only, however the user should have the right to choose whatever browser he/she chooses.

  • You only need physics if you want realistic glancing collisions, etc. (e.g. if you want a stack of crates to fall down properly).

    You can still have physical objects. Give them the solid behaviour. They won't move but will still cause collisions with other solids and objects with platform, 8-direction, etc.

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  • What I would do is use no behavior, and do it manually. It is very simple, you do not even have to use vectors!

    Instance variable: speed

    Every tick: move speed*dt pixels at ship.angle

    Every tick: set speed to self.speed * 0.something (if you want deceleration)

    Is right arrow down: rotate clockwise -something*dt degrees

    Is left arrow down: rotate clockwise something*dt degrees

    Is up arrow down: add something*dt to speed.