alastair's Recent Forum Activity

  • troublesum

    Nice Bug spotting, I don't think anyone has reported that before? It must just be the "search" thing causing it to expand all events, I'll keep that in mind.

  • Thanks Ashley.

    Ya, no reason to go crazy over a bug or two.

  • Heads open: This is still an issue in the latest Construct 2 build 176, which updated node-webkit to v0.10.1.

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  • Sometimes when I open an event sheet, all of the events are open! This is bad, because it means I now need to close/collapse all events (yet again!) which is a bad use of time as it makes for a cluttered and messy viewing experience, and makes it harder to get where I want to go in the sheet if I have to scroll past every event line.

    There is an option to "collapse all groups", but no option to "collapse all events". Events are able to open and close like Groups, so it would be cool if we could extend this feature to events!

    Thanks.

  • Hey Arima, I think that works for the Mouse object, but I don't think it works for sprites.

    I found a reasonable solution though, it involves creating an "anchor", which is a sprite with the anchor behaviour on a layer you want that is set at pos: 100,100. This is used to determine the scale of the canvas, if we turn it into a percentage:

    100/LayerToCanvas X("Layer",anchor.X,anchor.Y)

    This will give something like 70 or 100% depending on monitor size, so you can multiply this to other uses of LayerToCanvas to make it consistent across all displays, I just jumble it all together though:

    (100/LayerToCanvas X("Layer",anchor.X,anchor.Y))*LayerToCanvas X("Layer",sprite.X,sprite.Y)

  • I want to convert the X and Y coordinates of a sprite on a layer which has 100% parallax to a layer that has 0% parallax and still appear to be in the same position.

    Please note, I'm using fullscreen inner scaling and thus the expression LayerToCanvas doesn't work because the canvas is scaled to some unknown degree and so the coordinates will be different for every screen size.

  • This has been pointed out here in the "closed bugs" section since it's a nodewebkit issue: mega-input-delay-bug-on-mac-os-node-webkit_t109328

    Thought it might be useful to post it in the open as well, so that people are aware of this bug. Currently this leaves only the Windows nodewebkit exporter as functional at the moment.

    Personally, with my game there's a 1 minute delay on the mouse movement/clicking. Which makes my game unplayable.

    Here's a simple .capx that shows the issue if you want to compile it for your mac to see the input bug delay in action: https://copy.com/99TtMwBZ7QKekmNS

  • I really wish I could use a dark theme but I feel like these feature just doesn't work. There's just something about the ones made so far that are so far off the nice feeling of something like Photoshop's dark themes. Maybe it's because the Construct 2 interface isn't affected and thus looks really inconsistent. All of the event sheet icons were designed to be on a light background so they don't like nice when changing the colors.

    A dark theme in C2, and then a nice consistent dark theme in PS:

  • TheDom when it's ready.

  • Use the search function? Try low quality as a rendering setting, in project properties.

  • Hutto That sounds pretty bad, can you post your .capx? Or what about the performance in the example.capx, surely that's not running bad for you? I don't know much about this plugin yet, but could it be because the camera is trying to focus on many sprites and not a single one? Or is the device/computer your testing on just really old and bad?

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alastair

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