huwp's Recent Forum Activity

  • There's no mention of this in the manual. It seems it can only be always on or always off - there's no Action to enable/disable the motor at runtime.

    We're seeing healthy sales for Construct 3 and we are absolutely confident we're going in the right direction.

    I've tried C3 and my only impression so far is "

    Not Available in the Free Version

    ".

    Any new features are locked out, so I don't actually know what's supposed to be better about it!

  • I use aseprite which is similar although only seems to have a simple tile preview.

    When it comes to tiles though I think the most important decision is how you'll handle transitions between different types because it can get unwieldy if you don't make some decisions early on about how complex you want things. I like to use the same sort of technique as in the default tilemap and have another tilemap on top for rocks, walls, trees, etc. Although if you have single large items made of lots of tiles, like big trees standing by themselves, it's easier (and more efficient) to use sprites.

  • This is the console log, I've had to alter it because the forum keeps thinking it's an injection attack or something.

    Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 16777216, (2) compile with ALLOW_MEMORY_GROWTH which adjusts the size at runtime but prevents some optimizations, or (3) set Module.TOTAL_MEMORY before the program runs.
    Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 16777216, (2) compile with ALLOW_MEMORY_GROWTH which adjusts the size at runtime but prevents some optimizations, or (3) set Module.TOTAL_MEMORY before the program runs.
    Uncaught abort() at Error
        at Error (native)
        at fb (http://localhost:50000/Physics_behavior:31:26)
        at ua (http://localhost:50000/Physics_behavior:417:61)
        at Function.h.o [as W] (http://localhost:50000/Physics_behavior:17:91)
        at nc (http://localhost:50000/Physics_behavior:167:483)
        at NB (http://localhost:50000/Physics_behavior:196:40914)
        at _f (http://localhost:50000/Physics_behavior:184:24253)
        at j.Fx [as g] (http://localhost:50000/Physics_behavior:654:22)
        at behinstProto.createBody (http://localhost:50000/Physics_behavior:1551:16)
        at behinstProto.tick (http://localhost:50000/Physics_behavior:1883:9)
    If this abort() is unexpected, build with -s ASSERTIONS=1 which can give more information.
    [/code:o6t0qlph]
  • Was able to reproduce in Chrome, didn't need to close the tab either, hitting refresh was enough. This only happens with the collision event, not with the "is overlapping" event.

  • Was able to reproduce bug.

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  • I think that this is to be expected, since the NoSave behavior prevents the object's state from being saved, as described in the manual.

    The bug is it seems to act as if there was a pin saved and loads the default state over the top instead of ignoring it which is the proper action for every other plugin and behavior. All the properties are intact post load except for the pin - the only solution is to explicitly re-pin everything on load complete which defeats the point of nosave.

  • Problem Description

    Using the Pin behavior with NoSave behavior causes the pin to break connection when a load is performed.

    Attach a Capx

    https://drive.google.com/file/d/0B-h71B ... sp=sharing

    Description of Capx

    Two objects with NoSave behavior, one of the objects is pinned to the other on start of layout. Pressing L breaks the pin.

    Observed Result

    On load, the pin breaks

    Expected Result

    The existing pin should be unaffected by the load event

    Operating System and Service Pack

    Windows 8.1 Update

    Construct 2 Version ID

    Release 206

  • Yeah I've tried to make a simple reflection shader effect (duplicated below, flipped, opacity fade out gradiated, etc) and then came across the mysterious vTex behaviour too.

    I also noticed it in the distortion shaders when the layout scrolls the waves go crazy fast so it's only useful as an overlay.

  • Problem Description

    Tilemap import function has unexpected behavior.

    Attach a Capx

    https://drive.google.com/file/d/0B-h71B ... sp=sharing

    Description of Capx

    This is an example project with existing tilemap and a tmx file for import to demonstrate the issues.

    Steps to Reproduce Bug

    • Import a tmx file to an existing tilemap

    Observed Result

    The new map is appended to the existing map, leaving pieces of the existing map.

    The tilemap object size doesn't expand if the new map is bigger.

    This action cannot be undone without closing and re-opening the project.

    Expected Result

    The existing map should be completely erased and overwritten with the new map.

    The tilemap object size should expand to fit the whole map if the new map is bigger.

    The action should be reversible with undo.

    Operating System and Service Pack

    Windows 8.1 Update

    Construct 2 Version ID

    Release 206 (64 bit)

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huwp

Member since 14 Jan, 2015

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