megatronx's Recent Forum Activity

  • hazneliel Any chance of adding "force jump" to the plugin ( not referring to star wars )? We need to force the jump while we are hanging in the air ( double jump wont help us) . Best! M

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  • I noticed that that too, primarily with 8 direction movement.

  • I'm getting good performance with my project ( thought on my rig ) with hd assets. resolution set to 960, 540 or half of that, and 4 times zoom ( using magicam ). I have no clue how it will perform on other machines, but I'm following my gut. And my gut says "power of two"

  • No, but I was not subscribed.

  • mmmh, i don't think it's a problem related with rex plugin. The issue seems to be about the Else statement not working correctly

    Now i tried to replace the else statement with a normal condition

    if is turn

    if is not turn

    Now it's not having that issue...

    Yes, else can get tricky sometimes.

    I looked again at description of your problem, and my solution from top of my head would be

    if is P_1 turn

    if is Ai_1 turn

    or

    if is P_1 turn

    Else

    Or

    if is P_1 turn

    Else, if is AI_1 turn

  • megatronx I was not describing an issue but the concept of why it works fine, unless you have different scales rate in which case you have to take that into account and so scale every layer independently.

    Ah, I'm using magicam, so I don't have that problem.

  • I really can't think of any other actions which finish the next tick, they are very rare IIRC. You can probably assume all other actions complete immediately.

    Animation folders are not exported - the runtime only identifies animations by their name.

    Ok, thank you for clarification. You know, I'm using construct since CC Alpha 0.19 and always been stumbling on those little unusual quirks in both cc and c2. I do web programming professionally, wordpress php and such, so I'm not a newbie, but in construct it is bit different. In scenario where I have to generate random map, i have to create a lot of objects. It's working all of it now, but only after I've set events in the following way:

    Is Boo_D: Set Boo_D: False

    For each "Dudu" : Regenerate obstacle map

    Is Boo_C: Set Boo_C: False, Set Boo_D true

    Is Boo_B: Set Boo_B: False, Set Boo_C true

    --For each "DUDU" : do stuff

    Is Boo_A: Set Boo_A: False, Set Boo_B true

    -- for each floor: Spawn something called "DUDU"

    This is roughly as it goes, and obviously it works, giving some "breathing space" to all elements that are completed on the next tick, but sequences has to be placed in reverse.

  • I think you're confusing your own event bugs with the C2 event system. Construct 2 has a very strict ordering of events. All events are evaluated in top to bottom order (except for triggers, which fire in top to bottom order when something happens). Within those events the actions are run in top to bottom order. Everything happens synchronously (i.e. the same tick) except for long-running actions like AJAX's 'request' action, and these generally then fire a trigger when they complete. There are a very few rare exceptions (like the Pathfinding behavior's 'regenerate map' action takes a tick to take effect), but there are so few you can probably ignore them.

    Thanks, could you list those exceptions please, because not knowing them, puts me back in the development sometimes by days. Also, I wonder if there is any way of selecting animation from within one of animation folders? For example "play animation: folder name/animation name" ?

    Thx

  • sqiddster if it can help explaining it, set canvas size basically change the window size propriety of the project at runtime, just that sentence explains that the low quality fullscreen changes with it, then the layoutscale just helps compensate that as long as you do not have differents scale rates for the layers.

    What is the issue with layoutscale and low quality scaling?

    sqiddster I know, I'm using same technique,

  • You should go to the plugin's page and inform

  • megatronx 1366x768 but that shouldn't matter at all the way I do things.

    Try going lower to 960x570

  • > I tried couple of techniques. Once layout starts , I run a crawler from center of the layout. There problems with overlapping already spawned tiles, even thought they are set up correctly. Another technique was to generate floor first, then do offset calculation, and move everything so that whole map is placed tile away from 0,0. Then for each floor, i set up a value in 2d array. Then did applying of wall and other objects on to the array itself. It worked, as far as remember until something happened that made it broken and I couldn't figure out what.

    >

    yeah I'd have to see it, any chance you can make a minimal test capx just showing what you are trying to do?

    Don't know. I'm using a bit of some unofficial plugins. But can send you trough message.

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megatronx

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