xeed's Forum Posts

  • Hey Gamers!

    I'm an actionscript coder from germany and love to get creative in every way. I heard of Construct from a friend, because i wanted to design games without coding, and got informed of the early adopter of c2 in release 12. <img src="smileys/smiley32.gif" border="0" align="middle"> Tested and buyed the stuff few days later...

    I think the modular idea about this tool in version 2 is kinda genius.

    So if u like Construct 2 as i do, and want to get deeper pro inside game design, feel free to register on the first german language construct 2 forum i recently set up, Construct-Games.de

    cya <img src="smileys/smiley1.gif" border="0" align="middle">

  • well, my english is not good enough for this. i am writing a list in german, and maybe we can find somebody to translate.

  • ok i'll provide a list for current inserts, so i can use it for my forum too <img src="smileys/smiley1.gif" border="0" align="middle" />

    please give me few days.

  • the plugin doesn't work for me. i want to paste a sprite into the canvas, like in the demo capx. but this one just shows one wheel without any canvas, not like the exported html.

    could you please add a working capx?

  • i think the list is nearly useless, without a description.

  • thanks, but this outline does not help me going on that problem, since the actual version doesnt teleport objects anymore.

    you got a real suggestion to fix? please give the capx a try to solute <img src="smileys/smiley1.gif" border="0" align="middle" />

  • so, i've updated the project with forces. it works with much less bugs now, but the strange falling through the left side of the bough still appears. you can test it here.

    it look like there is an invisible hole inside the polygon. just drag the left stone exactly along the bough, to the left side. you will see it is falling down before the end of it.

    any ideas to fix this appreciated <img src="smileys/smiley1.gif" border="0" align="middle">

  • so it is kind of "force strenght". thanks, this helps a lot <img src="smileys/smiley1.gif" border="0" align="middle" />

  • could you tell me, which value to enter for "force" inside the "force to apply" window? i cant find any description for this and what to put inside this textfield.

  • i will try this again with forces, but there is one position on the left where it really looks like a bug. as you can see, the bough stops turning or moving while dragging a stone. i did this for debugging purposes.

    and when u drop the stone cleanly over the bough more left, over the second polygon shape point, the stone is being "turned" somehow and falls right trough.

    maybe someone here can give me more tips on how to solute this special stuff. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • yes, you should move the left stone slowly along the bough, to the left side. u can drag it only exactly clicking over the bough.

    i know there are some other bugs, especially because of the shape of the bough, but this is the one that makes no sense for me.

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  • just cant find a solution for the problem. <img src="smileys/smiley6.gif" border="0" align="middle">

    anyone has an idea to fix the fallthrough bug on the left stone in this project?

    you need the latest version of the drag/drop plugin from here to open the project.

    thanks!

  • you are awesome <img src="smileys/smiley1.gif" border="0" align="middle" /> thanks!

  • yes, that is a workaround.

    the problem is, that if you use the sprite directly for dragging, it's only being dragged inside the collision mask. however, if the mask is not the whole sprite, for example used for a partial physics area, you need another object to link the whole area to the sprite. so an option, to not use the collision mask as drag area would be a nice feature.

    but another thing i would really appreciate, is to have an action "Leave Drag" for a condition; not only the one to set in/active.

  • i mean the area to grab an object. this is only the collision polygon, but could be the whole graphic (maybe as an option?).

    does the behaviour check for mouse.click per collision, or mouseover?