Mipey's Recent Forum Activity

  • I am rarely, if at all, using the features that you guys are reporting as broken. From my perspective, 0.99.42 appears stable enough. See, everyone among us uses Construct differently, most of us barely touch features you use extensively, so our experience is going to be different.

    Notice that mostly reported issues get fixed. Ergo, if you want a stable build, report issues you encounter, they will get fixed eventually. Don't just count on someone else doing it for you.

  • I don't see any point in arguing against controllers on PC. I mean, anyone that wants them can get them, the rest of us aren't affected by it. Those that want specialized controller plugins for Construct can develop themselves or find someone to do so, it is just another plugin that expands Construct features. To us (m&k diehard fans ), it would just be another plugin in the list of plugins that we just glance over.

    No big deal. Live and let live, I say.

  • If you save INI file as a resource, I believe that it is fully loaded into memory as the project is loaded. But I don't know much about resources, so don't quote me on that.

  • Box object is not the most suitable for such situations, I believe Deadeye handled the rotation and stuff in his Vert project. He was stuck for a while due to rotating platform stuff or something, I don't know if he resumed his work now.

    If anyone knows anything about rotating in a platformer, that'll be him.

    Also, davioware: if that is your referral, watch out for SoldMafiaBoy

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  • Well, it seems that you are rotating layer 1 only. You probably want to rotate both layers.

  • So.

    Windows vs. Linux!

  • <img src="http://img2.pict.com/66/33/db/1359019/0/f5baz.jpg">

  • I c wat u did thar! D:

  • Perhaps an opaque 'tape' which would show where the event would be inserted (marking the affected events, which would be pushed aside)?

  • Your project is corrupted by the old family bug. To get rid of old 'ghost' families, you have to do something tricky. Try reloading the project, adding a family, removing it, then saving and reloading again. Experiment, there is a way to remove these ghosts.

  • A large canvas would nuke the FPS, especially if it is updating every tick. A low-overhead alternative would be nice.

    However, as it stands, we can develop a custom movement engine and just move when it is overlapping terrain AND the passability mask. The behaviours are there to make things easier, however they are a little rigid and if you want to make it do what you want to do, there is now the Custom Movement behaviour to fulfill your wettest dreams.

  • I thought we all had discussed this in another thread... The point is to make everything uniform, as mixing 0-index and 1-index based features is too confusing, there would be MANY errors on the game developer's part. Imagine bug requests "MY GAEM NO WORK WYYYYYYY" etc. and it turns out some object is using different indexing etc.

    You can always add -1 to the 1-indexed stuff to make it 0, but that'd be complicating it needlessly. Sometimes we have to agree on a standard to stick to. 1 indexing is the chosen one.

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Mipey

Member since 16 Jan, 2009

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