Tokinsom's Forum Posts

  • I'm no moderator but please keep bugs in their respective threads ^^; There are like 6 threads on the same two things. This one is just for solids - there are others for the jump-thru bug (although it seems the same fix caused all of them).

  • Pretty sure that's due to your charmap. There is an action to set the width of individual characters to fix this very problem. Looking at the .capx now..

    Alright that might not be the case. However, each character is at the top left of its respected cel - maybe putting them in the middle will fix this?

  • Thank you for your invaluable input.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/105711543/Platform_Bugs.capx

    Just move against a wall when jumping or falling and you'll notice all kinds of problems. Z to jump.

    1) Player doesn't jump as quickly nor as high when moving against a wall.

    2) Jumping and then moving against a wall sometimes forces the player to fall as soon as it reaches the top.

    3) Move against a wall when you start falling and the player instantly reaches maximum falling speed.

    *Preventing the player from moving left or right using "Is By Wall" helps but doesn't fully eliminate the problems.

  • Or 2 private variables. When you click, set them to touch.x and touch.y then rotate the object to them every tick. If you want it to be really smooth then use Lerp()!

  • Everything you need to know about the array object

    Basically an array is a 1, 2, or 3 dimensional grid of cels each containing a value,string,or both!

    They can be used for storing save data (although a dictionary is better there), or inventories, or even tile-based level editors. Be creative! I've even used them for screen transitions.

  • Make a variable called "Prev_HP" or something and compare it to the current HP, if lower then call the function and set it to Creatures.HP.

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  • Bump.

  • If it's not too much trouble can we please have an "Enable On Start" property for all of the behaviors?

    Instead of giving my player and each enemy their own behaviors I put them all in a single family containing every possible behavior and enable/disable them as needed. This makes it very easy to code surface modifiers and such that apply to everything. Any other way is very inefficient.

    Problem is every time an enemy is spawned I have to disable the behaviors it won't be using, and if a new behavior is added I have to go through all the enemy spawning events to disable it for those that won't use it. It'd be much easier to have all of them deactivated by default, and just activate the ones they use when spawned.

  • Might be too many objects/giant textures in your layouts. Like notion, my projects have thousands of events with no lag! Maybe check for graphic driver updates?

  • It's not just the shaders, it's everything. C2 doesn't just scale up your graphics from 1x to 4x or whatever, it totally redraws them in a higher resolution. Looks terrible for low-res games since they start using "sub-pixels". Pixel rounding doesn't fix it.

  • Guys he means disabling interaction with solids for certain objects, not as a whole. It's been requested a dozen times now o.o;

    For example - Your player can get a special ability that allows him to walk through a solid object but everything else will still interact with it. Currently you can't do this.

  • I'll see if I can make a .capx for it. I just quit using ctrl+crop and made sure everything had 1px transparent borders and it's bee fine since.

  • For the record, not adding the 1px transparent border to your sprites/tiles can cause seams and in some cases a missing row of pixels on your sprites when on a certain part of the screen. Not sure why no one has mentioned it. I would say it's a bug on C2's part.

  • It takes 4 events..If that is too many, buy a license lol.