Weishaupt's Forum Posts

  • You may be right, my programming experience is somewhere 15 years old BUT running a search through a file checking for buzzword.....IMHO that's no rocket sience <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • `Check for the new used "Names" and rename them in the projectfile. inform the user with a dialog

  • yes reproducable, but what do you mean with new capx

  • ....pffff....you should about another way to prevent this in the next release...

  • Very nice....especially the lag of the cross hair...

  • I just tryed to open an older project, saved with R74 and received the following message:

    <img src="http://quak.laurig.de/caprojError.PNG" border="0">

    The caproj file is HERE

    How can I get my project back?

  • Same browser and same zoom level on both views....but I'll check again

    Seems to be totaly zoom level independent....

  • You do, Tavitooo does, at least in the PMs he wrote.

  • Use a sprite instead

  • OUCH <img src="smileys/smiley18.gif" border="0" align="middle" />

    I allready took out all big animations and speachfiles, but today I once more reached the 10 MB limit.

    Are there any tips on how to reduce the CAPX size?

  • <img src="smileys/smiley21.gif" border="0" align="middle" /> This is not very polite <img src="smileys/smiley21.gif" border="0" align="middle" />

  • This is a strange behavior and it happens in Chrome and FF.

    When I preview by project (build in webserver on localhost) everything is fine and looks like that:

    <img src="http://quak.laurig.de/preview.PNG" border="0" />

    After exporting it to HTML5 and uploading it to my webserver it turns out like this:

    <img src="http://quak.laurig.de/online.PNG" border="0" />

    Bug?

  • OK....here is your fixed CAPX

    ...and where do I start?!

    First, if you give out a CAPX, pleas make sure, that if anyone is running it, it shows something. The first thing I had to do is to ahve your layout scroll to the place where the action is. Annoying <img src="smileys/smiley5.gif" border="0" align="middle">

    Second, if you work with physics, you have to make sure that ALL objects that shall work together inherit the behaviour and have the right settings.

    For example, and that was your problem, it is no use to have wheels set to "movable" and the car itself set to "immovable" - then it will just not move...

    Depending on how realistic you want to have your movement, you can apply force to the car body or the wheels ....or you can apply torque to the wheels, which would be the most realistc way....

    Ah, and one more - I deleted the 8-Dir behaviour from your catapult because it caused the flipping...

  • Thanks for your post. News like that keep the spirit up, and trust me, I need exactly something like that <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Very cool. Please keep on going!