Xionor's Forum Posts

  • You will need to describe your problem better I think. I have no idea what you mean.

  • If they are global to the whole project why are they only visible in the Event Sheet they were declared in?

    Also, if you have EventSheet1 for Layout1 and EventSheet2 for Layout2.

    If you declare a global variable in EventSheet2(which doesn't come into "play" before 5 mins have passed for example), will the global variables from EventSheet2 be availible for use by EventSheet1 at the very start, even tho EventSheet2 has never been "called" yet?

  • Hi!

    Just a quick question - When you Include an Event Sheet into another, does it also include all the Global Variables declared in the previous one all over again?

    For example you have declared a globalVariable1 = 0 in Sheet 1. Let's say during the course of gameplay globalVariable1 becomes = 5.

    If you include Sheet 1 in Sheet2, when the game switches to Sheet2, will globalVariable1 be set to 0 again or will it remain at 5?

  • Hey.

    I've been busting my head around trying to make solid-looking trails and found that this guy had already figured out how to make it using WebGL.

    codeflow.org/entries/2012/aug/05/webgl-rendering-of-solid-trails

    He's posted all the source code to github.com/pyalot/webgl-trails

    I am a mere mortal and understand little of such things.

    Is there anybody who can make this work with Construct? I think it will be a great feature, as right now there is no way to make smooth continuous trails.

  • Hi.

    Does anyone have any idea for a way to make a rainbow trail a-la Happy Jump style? The rainbow follows your character as he flies around. It follows you around smoothly as you turn or twist.

    I tried using a Particle spray, but the sprite create rate is too slow to make a smooth trail going sideways. Some WebGL effects help adress this, but the Platform is Android and there's no WebGL there until CocoonJS 1.4

    Pinning the trail with Rope doesn't seem to work any noticable , probably because the character is a physics object. Pinning an Object to Positionucp@Character and then pinning the trail on that Object doesn't seem to work either. Physics mess all up.

    To me it seems that Happy Jump uses a more advanced engine, probably Unity to make the 3D trail object. However is anyone crafty enough to figure out how to make this on Construct?

  • I'm afraid I don't understand.

    I am using functions as described in the manual here : scirra.com/manual/149/function

    Simply to avoid not repeating the same lines over and over.

    That "create Object3 at (Object2.X, Object2.Y)" line is followed by 10 others which repeat on 5 different collision events in the project, and that's why I wanted to make it shorter for when editing the events.

    I can't seem to grasp the method you're suggesting.

    I don't think you can call a pick object by UID as an Action. Nor can I visualize how the function would locate the collided object without doing another collision check on its own, which basically makes the whole point of the function moot to begin with.

    The correct object is already picked/selected by the first Colission event, which called for the function.

    Maybe it's a bit too late in the evening for me but I really am having a hard time grasping your idea : <

  • Hi, I have a problem with functions.

    My events are as follows.

    onFunction "Reward" : create Object3 at (Object2.X, Object2.Y)

    Object1 onColission with Object 2:

         --> callFunction "Reward"

    The Function fails to identify which Object2 the colission took place with if there's 2 or more on screen.

    Manually writing the function code instead of calling the function works perfectly.

    Is this a bug or am i doing functions wrong?

    Using r132

  • Is it possible to get a confirmation on if this is intended functionality or bug?

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/s/ncark6nwvj9hufu/PinBug.capx

    (wait 3 seconds before it starts)

    Steps to reproduce:

    1. Create Weight and Cord.

    2. Make one container for the other.

    3. Pin Cord to Weight.

    4. Move Weight down screen.

    5. Move Weight back up screen beyond original spawnpoint.

    Observed result:

    After Step 5. Cord will not follow Weight further upwards than original spawnpoint. It becomes detached.

    Removing Container resolves this.

    Expected result:

    Cord continues upwards together with Container.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack: Windows 7 6.1

    Construct 2 version: r132 stable

  • It's a very controllable mechanic - the effect is reproducible every single time.

    What bothered me is that the Scirra Manual doesn't reflect this or even mention it. Thus not sure if it's a feature or a bug.

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  • When "Immovable" is on, it seems to disable(set to 0) all properties of the object - Elasticity, Friction, etc.

    When "Movable" is on, the equation seems to combine both the elasticity of Object1 and Object2 to calculate the bounce, amongst others.

    The Manual says only Density is set to 0 with Immovable on.

    Thus you should be able to manually choose elasticity for an Immovable object, no? One wall should be bouncier than the other, for example.

    Immovable completely disabling all physics properties does seem to cancel that possibility.

    This makes having, for example, different types of surfaces on the same Layout quite difficult, no?

  • Hi.

    Simple question really.

    Using the Physics behavior on 2 objects. Object1 is in the air, Object2 is on the ground.

    Object1 falls towards Object2 and collides with it.

    If Object2 is set to "Immovable", Object1 bounces off a lot less than if "Movable".

    Why is that?

  • Thank you Ashley! Full Screen in browser on the PC fixed the problem!

    I read that Android 4.1 fixes most of the problem because the VSync pulse is now used to start all the processing for the next frame.

    Before I abandon this topic, can you please just give me a quick tip - How would I go on about fixing it on an Android 4.0 and below? The problem is visible there and that represents the majority of the android demographic.

  • Why was the topic closed?

  • Disabled Aero. Made little difference. Only thing that fixes it on the Cubes capx is WebGL 0 fullscren 0. Does not work on other games i try, apart from Space Blaster which appears almost always stutter free somehow(could be my eyes).

    The problem also appears on Android 4.0.3, both wrapped via CocoonJS and on browser(Chrome Beta and latest Stable release), with or without WebGL. This leads me to believe it's something either in HTML5 or Construct 2 that makes things go out of sync every now and then.

    The i7-2670QM laptop where it ran perfectly had Aero with all the gizmos enabled.

    I have the newest drivers on all machines. Even reinstalled them to confirm it's not them.

    A newer Android version could help it, but the fact that almost 60% of android users use 4.0 and below doesn't help me with that.

    EDIT : Tried many things - Older Construct versions, different ways of making the motion(both dt time and without), on diffferent platforms/devices, same result - Jitter.

    As last time, WebGL on makes the jitters consistent and repeatable. WebGL off makes them random. Both WebGL and Fulscreen off makes the issue non-existant on the Cube demo, but on other more complex movements theres no effect.