Thndr's Forum Posts

  • Well since it's open for non-steam game owners to do stuff with it, it could potentially now be developed by a 3rd party instead of Scirra.

    Only problem now is getting a C2 game on steam to test things out unless they got a testbed for it.

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  • You would have to code a node-webkit plugin that communicates with the API properly. However depending on how much Steam wants HTML5, they could work with C2 to see that it can provide steamworks functionality

    I duno if it'd work with webgames, unless valve wants to go there.

  • Yeah, the scaling modes for fullscreen in browser resolve the issue this CAPX was meant to deal with.

    Tested it out and it works the same with "On (Scale)" as it does with "Scale Outer"

  • Yeah, I have all my assets in an asset layout. Keeps things clean when code is generating most of the objects in the other layout.

  • Other than portability, the standalone version you can have multiple licensed instances open. On the steam version, you can only have 1 licensed version

    Although once in-editor display of separate projects is improved that won't matter. (Although IMO I rate tilemap object above that in prioirty)

  • Well that was more of an example trying to get things working, in case there was more custom movement bugs to report.

    Re-arranging the code got it working the way I wanted, since the code that adjusted the marker boxes came between hammer movement modifications, causing the issue

  • Well it can Unpin it, but I might be using it wrong or something.

    Especially at higher speeds it's noticable when you the jitter happens

    However I rearranged some code originating with the marker, and apparently it should go before control functions of the hammer to ensure it's position is updated before the other's.

  • Use Pin behavior when it collides.

    Pin bevahior never jitters.chy@Joannesalfa

    Pin can unpin it so it won't overlap/go through the wall when I need the lockon box to move through walls right?

  • I have been using custom movement and some objects to get an object that will be attracted to your location and everything, but it jitters when the player moves.

    Hammer Movement

    It's especially noticeable when I scale it up for the current project I'm working on, so I was wondering what kind of solutions would you folks recommend.

  • No, irc.esper.net isn't down.

    A good way to check is to try getting on IRC with Mibbit.com. It has EsperNET in it's server dropdown list.

  • Did you try to have the preview launch with {default} browser?

    Could be C2 isn't recognizing the installations but the default one shouldn't call on a specific EXE but instead windows function to open the default browser.

  • Append text: newline & TEXT.INPUT

    putting ' newline & ' in append text makes it add onto the text object, start a new line, and on that new line put whatever TEXT.INPUT has for a string

  • Also load the webfont during a loading layout, that way it's already downloaded and cached by the time you come upon elements that would need it in game.

    I seem to have good luck forcing the webfont via:

    On start of layout

    Set text Web Font to FONT at FONT.CSS

    Set text Invisible

    Wait 0.01 seconds

    Set text Visible

    Doing this to a textbox on your loader screen should have the text appear almost instantly with the webfont and have the font ready for the rest of the game.

    You don't even have to have the textbox visible to the user, just do it on the loading layout before switching to the title.

  • Thanks for the quick work. Had to use Custom Movement for an object in my game, and since it's essentially stripped down version of the other movements I think I can do a lot with it. Only problem so far was the previous bug and the inconsistency of step prevention.

    I'll report any more if I notice them. More people should use custom movement as it's really flexible if you know how to work it, just requires more event logic.

    Edit:

    Ashley

    If you still move diagonally into a wall, depending on the step mode it'll stop the entire step or half it's step (whichever step was checked first and then Stop Step was used).

    Is this by design?

    If so I'll see what I can do, either using 2 custom movements for the object or add some wall collision detection to the controls.

  • It's probably how the platform behavior handles steps(movement checks), slopes, and speed.

    Platform is moving fast, so it's step interval is higher (checks ahead of itself specific amount of pixels) and based on a ratio it determines if it's possibly a slope they are traveling on.

    Well, that's what I assume after playing with Custom Movement plugin a little bit.