Chadori's Recent Forum Activity

  • Do you guys experience a sudden change of the Active Layer when dragging objects from the Projects Bar?

    I was going to report this as a bug report but I can't prove this bug but this always happen to me. I can only give a clue, a description and a possibility.

    Not exaggerating but this literally happened to me a thousand times already but I just ignore it. I always keep changing the active layer on my properties bar because whenever I drag & drop from the Projects Bar to the Layout Editor, the active layer sometimes (maybe 1 out of 15 to 125) changes. It is actually quite annoying the more it happens.

    I got a suspicion (I'm not really sure) but I think that when I drag an object from the projects bar, the active layer changes because the layer bar is also docked

    there but only hidden. So when I drag, a layer on the layers bar behind the projects bar is selected.

    But I currently can't prove it on a .capx since I don't know the cause

    and I can't somehow reproduce it without making a big dummy project. And that might be a waste of time if it doesn't reproduce it successfully.

    So that's why, I here now ask if you guys have experienced this? And have you found the cause?

    Ashley , I can't provide any evidence or .capx but can you take a look at this. You might be able to figure it out.

  • glerikud - You are welcome.

  • Well we discussed it a little while ago in this topic : viewtopic.php?f=146&t=180450

    turns out while C2 current formula (which will change and will solve the issue) isn't as accurate (it gives a slitghly higher and longer jump), you can use this viewtopic.php?f=146&t=128434&p=905081#p905081 to find a good ballpark value (later it will be almost perfect)

    I saw that topic. I thought it was referring to the Platform Behavior's Frame-rate Independence. I didn't know it was more than that.

    It's okay it doesn't matter to me even if the accuracy is off by +-25.

    > JumpStrength = T*Gravity
    JumpStrength = sqrt(2*H*Gravity)
    JumpStregth = 2*H/T
    
    Gravity = JumpStrength/T
    Gravity = (JumpStrength^2)/(2*H)
    Gravity = 2*H/(T^2)
    
    T = JumpStrength/Gravity
    T = 2*H/JumpStrength
    T = sqrt(2*H/Gravity)
    
    H = (JumpStrength^2)/(2*Gravity)
    H = JumpStregth*T/2
    H = Gravity*(T^2)/2
    [/code:2w7ew3ir]
    
    

    Wow these formulas were the ones I was looking for. Thank you very much! You were a big help.

  • SnowBeat

    The universal (based on commonly used) HD Resolution has an aspect ratio of 16:9 . With that resolution, many devices will fit on your game.

    I'm not sure what aspect ratio that game you linked here but I know it has an HD resolution. And the nearest aspect ratio I can think of for that video... is 16:9.

    As I said, that is a common aspect ratio for a landscape game/movie.

    Now for the resolution size. The HD resolution size for a 16:9 aspect ratio is (1280 x 720).

    So I hope you found what you need there.

  • razinar - I made a tutorial about this: https://www.scirra.com/tutorials/5342/c ... sition-fix

    I reported this to the Intel Team & they suggested this fix.

  • Hello, Does anyone know how to get the predicted Y-Axis gain from the Platform Behavior Jump?

    I'll make it a math problem to make it tidy.

    Given (On Jump):

    InitalY = 0

    FinalY = ?

    MaxSpeed = 660

    Acceleration = 1500

    Deceleration = 1500

    Jump Strength = 650

    Gravity = 1500

    Max Fall Speed = 1000

    Jump Sustain = 0

    I'm trying to find the Final Y-Axis. So guys can you give me the formula for this?

    Another thing, do both gravity and deceleration affect jump? or only gravity?

    Thanks.

    I'll just insert some great people here for faster result:

    glerikud

    R0J0hound

    zenox98

    Kyatric

    SoldjahBoy

    saiyadjin

    newt

    rexrainbow

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  • lucid - And about the Skins(Experimental) does that feature affect largely on performance? I am making a game for mobile & I want to make sure that it doesn't use up a lot of memory & cpu like the physics plugin. Thanks.

  • ........ So i'll just close this now .........

  • R0J0hound - Well, I sure messed up on my game... But I think I found a way to remake it using the timer behavior as you said, though it will be messy. I easily misunderstood it's use, because of the word "wait".

    Thanks.

  • Guys, do you agree with the action "Wait" in it's current function?

    I realized that the "Wait" action still runs even when it's condition is already invalid or no longer meet.

    I understand that it works like a trigger that it will finish it's tasks no matter what but

    still, running an action that is already over will make a lot of unexpected events to happen in some cases.

    (for example)

    *Shoot variable == 1

    -->Wait(3.0 seconds)

    --> Shoot()

    //what if In the next line I change the Shoot variable to 2?

    -->Shoot = 2

    What will happen here is that the gun will still shoot... regardless...

    And the event ended 2.99 seconds ago.

    This is only a suggestion so calm down guys.

    Feel free to tell any downfalls of my suggestion if I missed something... Remember I'm not an experienced programmer...

    Ashley is this feature intended from the start?

  • lucid

    Hello again lucid . I think I have found some bugs. But I got a high feeling that it really is a bug.

    I sent you an email with the .capx file, Spriter File(scml & scon) & Preview image but I only managed to reproduce Bug1 on a .capx file but not Bug2.

    But I think if you fix Bug1, it might also fix Bug2.

    Thanks a lot.

    Below is the content of the note I sent you on the email.

    [quote:1pm8v9dn]

    Bug 1 (with .capx)

    I'm not sure if it is a bug but I just found out that the Scml object doesn't mirror when

    the animation finished playing a certain animation or the animation is not playing anything.

    Since it is a non-repeating animation. It doesn't mirror afterwards...

    I have only found out about Bug 1 because of Bug 2.

    --------------------------------------------------------------------------------------------

    Bug 2 - Also connected to Bug 1 (without .capx) (Sorry, I can't reproduce it yet with a sample .capx.)

    Lucid, I found this problem when I found out that my spriter object on C2 was playing a single trigger or non-repeating

    animation and it has a code that makes it look at the player. Mirrored if the player is at the left side &

    Non-Mirrored if the player is at the right side.

    The Spriter Object has finished playing the single trigger animation.

    But the player moved to another side and this somehow triggered a mirror state of the animation.

    As I stated at the Bug 1, the Mirror event doesn't work when a single trigger animation has finished playing it's animation.

    But in my game, it somehow forced it to mirror and I am still finding the reason for it so that I can give you more details.

    I have a picture of a mirror fail. It is named Bug2 Preview (comment).png

    (On the email I sent you)

    Thanks.

  • >

    > > Hi Falterdan, because of the way the plugin system works, and the plugin using actual c2 objects, there was always a tradeoff of either the entire character being one tick behind, or things set to a Spriter object's position. I'll explain why below, if you're interested, but as far as an actual solution, there's an action under the 'Attach C2 Object' category called 'Set C2 Object to Spriter object'.

    > >

    >

    > Nice one. I experience the lag as well. Good thing you've posted this.

    >

    > Edit:

    >

    > lucid - How does this action work, the Set C2 Object to Spriter Object... I used it as a replacement for set position to (x,y) since the set spriter to position(spriteX, spriteY) causes a short lag, but I don't know what does this action do, it didn't go to the position(x,y) of my sprite black box, I think I misunderstood the use?

    >

    It's meant to use every tick, like you're setting the position that one tick, rather than a permanent attachment. Is that already what you're doing?

    I am sorry, but I don't get it... I don't know what the function is for...

    I tried this..

    (Player1_SpriterObject) as the SCML Object.

    (Player1) as the BlackBox with behaviors.

    (As a substitute to -> Set Player1_SpriterObject to (Player1.X, Player1.Y) )

    *Every tick

    --->(Player1_SpriterObject) -> Set C2 object to Spriter Object (Player1, Position only, "")

    and

    *Every tick

    --->(Player1_SpriterObject) -> Set C2 object to Spriter Object to (Player1, Position only, "Player1_SpriterObject")

    and

    (As a feature like the pin object. I used it as a once pin trigger)

    *On created

    --->Set (Player1_SpriterObject) to (Player1.X, Player1.Y)

    --->(Player1_SpriterObject) -> Set C2 object to Spriter Object to (Player1, Position only, "Player1_SpriterObject")

    ------------------------------------------------------------------------------------------------------------

    Is it like the Set Spriter Object Position to (PlayerBlackBox_PositionX, PlayerBlackBox_PositionY) of the Player BlackBox?

    I don't understand the action's use. lucid , can you give me an example that uses the action "Set C2 Object to Spriter Object"?

    Even if it is on a text format like the one I made above. Thanks.

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Chadori

Member since 10 Oct, 2014

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