Wheeze201's Forum Posts

  • I was able to fix it but sadly I have no idea what I did. I remember I was moving the text about and changing fonts but thats all.

  • dl.dropboxusercontent.com/u/3769474/LifeCounter.capx here is the .capx

    So this is what it looks like in construct:

    <img src="http://puu.sh/6bKpc.jpg" border="0" />

    And then when I test run, it looks like this:

    <img src="http://puu.sh/6bKqQ.jpg" border="0" />

    It seems that the lower 20 is the only thing thats moving.

    I've tried moving the text to a layer with no parralax, I've tried moving via script when the layout starts like so:

    <img src="http://puu.sh/6bKyx.png" border="0" />

    And much more. What can I do?

  • Alright that seemed to work! Thanks a lot for the help :D Real friendly community indeed.

  • And how do you resolve conflicts exactly? Do you rename something? Is there some feature in Tortoise that does it for you maybe?

    EDIT: Oh and we have been using tortoise in case you didn't know.

  • Alright we both created 2 sprites to test it. He saved his changes and commited them.

    I saved my changes and I updated before I commited and it said that the .caproj file was in a conflicted state and it finished the update anyways.

    I shrugged it off and did a commit and it gave me this:

    Command: Commit  
    : E:\Workshop\rpg\Layouts\Layout 1.xml  
    Error: Commit failed (details follow):  
    Error: Aborting commit: 'E:\Workshop\rpg\Layouts\Layout 1.xml' remains in conflict  
    Completed!:   
    
  • I'm testing it

  • Thanks a lot for the reply!

    I just thought that updating before commiting would overwrite the changes I had made.

  • We already have an SVN server and we saved our project as a project and not a single file.

    But how can we merge 2 different changes that 2 different level designers have made?

    Me and my friend did a test. I made a sprite with a blue dot and he made a sprite with a red dot.

    Then I did a SVN Commit and it seemed to work okay. And then he did as well but the revision count did not go up when he commited(uploaded his changes).

    So now his red dot does not appear.

    Are we supposed to use something else then commit? Or is this not possible at all?

  • Kyatric is right. The XML-based project format is designed to work nicely with source control systems like SVN. These allow multiple people to work on projects simultaneously, and then commit their work to the master copy (the server) as well as update to receive other people's changes. I've been meaning to write a tutorial on how to set it up...

    Yeah this feature seems pretty essential. I'd love to know how exactly it works.

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  • Doesn't it seem kind of odd though that a game engine only allows 1 level designer to work at any given time?

  • Alright, thanks for the reply but to be more specific: Can 2 people edit the same .caproj file? Because it seems a bit weird that it's as simple as to just use SVN.

  • If I were to have.. lets say 2 or 3 people working on 1game. How well would that work?

    Can 2 people use C2 and develop the game at the same time? Is there some sort of system in place to merge the changes 2 people make(or something)?

  • To do it without using zoom, you should be able to just increase the size of your tiles, as well as the size of the layout.

    I mentioned that this is not what I want.

    But Lucid helped me out here. I think this works fine.

  • zoom in without having to center and all that jazz?

    that isn't very informative. if you zoom in, yes you will probably have to move the camera to get it where you want it

    Well I explained in the thread. When I make the system zoom in 200% at the start of the layout. Then I have to center everything. Isn't there a more "proper" way to do this ?

    Cause using these sort of workarounds always bring up a plethora of problems in the long run.

  • In the application properties there's an option under "Runtime properties" called sampling. Setting that to "Point" will make everything look "pixely", with no blurriness.

    Alright alright, cool. But that doesn't fix the problem of being able to zoom in without having to center everything and all that jazz.