thehen's Forum Posts

  • Thanks for the detailed reply - it makes sense why it's not a good idea to fix. As some context this was being used in dynamically created GUI (like pause screens and end of level screens) to create a 'continue arrow' and a 'back arrow'. Hence the flipping.

    I can simply use a new sprite or recreate the Sine behaviour. Thanks!

  • Looks like I forgot to introduce myself :)

    My name's Henry Hoffman. I've been working as a professional games developer/designer for a couple of years now, snagging a few awards in the process. You can see some of my work here: http://www.henryhoffman.com/

    Tired of reinventing the wheel, I looked for an HTML5 game engine that let me focus on gameplay rather than the same-old foundations. Looks like I found it.

    My first commercial Construct 2 game is called Mortar Melon, and should be hitting Windows 8 before Christmas.

  • Unity is definitely the best bet. If you can't afford a Unity license, then I'd focus on a single platform first (PC) and use Unity free. Then when your game blows up, you get lots of interest and people chuck money at you - then think about upgrading and porting.

  • This is my favourite: http://alifewellwasted.com/

  • Hi,

    When dynamically assigning a negative width/height to an object with the sine behaviour, followed by activated the sine, the negative value resets to the default width/height.

    <img src="http://i.imgur.com/vMBIH.jpg" border="0">

    CAPX

    Thanks!

  • Yep, my bad.

    Just to reiterate, when checking 'on view state snapped' also check 'on start of layout + is view state snapped'. This ensures it accounts for resuming into a snapped state.

    Thanks!

  • Hmm, it actually looks more to do with suspending and then resuming into a snapped state.

    Here's a video (apologies Fraps kept vertically flipping it). Up to 0:20 is working as expected (UI shrinks on snap), then after that it doesn't fire the event. I should imagine checking the state on start of layout should work - will test now.

    youtu.be/09pZnb_fmDo

  • Hi guys,

    Great work on Windows 8 functionality so far. A small bug I seem to have found:

    In Windows 8, when dragging the game from a background state into the snapped position, the 'On view state snapped' event doesn't fire. When in a foreground state it works fine.

    Thanks!

  • +1 for shadow casting and light casting. Gish and Thomas Was Alone make great use of these. It really ups the production values of sidescrolling platformers.

  • Thanks for the reply, that's very useful. In regards to changing the size of the physics object - I only want to change the sprite width/height, not the physics body itself. Is it possible to change sprite size without updating boundaries (circle collision)?

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  • Hi all,

    I'm looking at creating my first behaviour - dynamic squashing and stretching based on velocity.

    As this is dependent on the physics behaviour, what is a the best way to access physics properties like VelocityX etc. ?

    Thanks!

  • Sorry to revive an old thread, but I'm having this problem too. The example from Kyatric explains it perfectly.

  • Thanks! That makes lots of sense, I don't know why I was determined to unpin a physics object - spawning a new one works great :)

  • I've updated the .capx here to illustrate my point:

    https://www.dropbox.com/s/ub8squybwbtwvsl/missile%20pin%20test.capx

    This doesn't seem to be related to the bool, but rather the unpinning taking an indeterminable amount of time to actually unpin, despite being registered as unpinned.

  • Thanks for the reply. The problem with this is that it continues to fire the physics impulse, rather than just doing it once.

    If another system event 'Trigger once' is added, the unpredictability persists.