cacotigon's Recent Forum Activity

  • Hmm, actually I don't think that is correct. Adding keyboard and/or mouse gives the following message, since they use pf_singleglobal.

    <img src="http://dl.dropbox.com/u/12667027/Construct%202/BranchPlugin/KeyboardAddedMessage.png" border="0" />

    Additionally, if you look through the xml of a project, adding something Function or Branch or SpriteBank plugin all will add to the currently active layout. (I actually had a problem related to this with SpriteBank, I had created a SpriteBank which was located in LayoutB, in LayoutA, tried to serialize layoutA's sprites, then go to LayoutB, and finally return to layoutA and try to deserialize with the SpriteBank, nothing happened as though the SpriteBank instance did not exist, turning on SpriteBank.Global = YES fixed this issue, and prevents SpriteBank from being destroyed).

    For example, my Town_Layout has the following xml:

        <nonworld-instances>

            <instance type="B1" /> // instance of Branch plugin

            <instance type="SpriteBank" /> // instance of SpriteBank

        </nonworld-instances>

    I'm just wondering if there are various unexpected behavior that may occur as a result of something like this. (As I mentioned before, I already encountered an issue with SpriteBank and multiple layouts). I imagine it could kind of be a little tricky for a new user to these plugins, since Branch/SpriteBank/Function aren't actually *placed* on the layout, most users would assume that the plugin would be commonly available to all layouts in their project.

    I probably encounter more of these issues since I make such heavy use of these plugins. :)

  • Rex: I noticed that when adding the branch plugin, it says at the top "This has only been added to ____ layout", is there a reason that the branch plugin is restricted to a single layout? How come you wouldn't just set the js flags to pf_singleglobal?

    I have a set of if/else commands that appear to fail right after switching layouts despite the fact that the event sheet is common to both.

    Also, this is a great plugin, thanks very much for making it available.

    EDIT: Nevermind, I made a mistake by doing something like this:

    if X

    else if X and A1

    else if Y

    else Z

    The branch seemed to be failing with multiple conditions on the same level. This fixed it:

    if X

    -- sub-event if A1 Do stuff

    else if Y

    else Z

  • Confirmed on Windows XP SP3

    Construct r80 release

    Repro Steps:

    1. New project

    2. Insert New Object

    3. Tiled Background

    4. Exit edit image (loading an actual picture is not necessary)

    Unhandled Win32 exception occurs.

  • This one is pretty good, however, you have to tweak the settings to get it to work optimally for use within Construct 2:

    texturepacker.com

    Steps to use it:

    Drag in the image files to the program, and after that, use the following settings:

    Texture format: png

    Image format: RGBA8888

    Dithering: NearestNeighbor

    Autosize: Checked

    Allow free sizes: checked

    Scale mode: Smooth

    AutoSD: Unchecked

    Algorithm: Basic

    Sort by: Name

    Order: Ascending

    Border padding: 0

    Shape padding: 0

    Inner padding: 0

    Extrude: 0

    Reduce border artifacts: unchecked

    Allow rotation: unchecked

    Trim: unchecked

    Crop: unchecked

    Shape outlines: unchecked

    Enable auto alias: unchecked

    Heuristic mask: unchecked

    Premultiply alpha: unchecked

    Flip PVR: unchecked

    Then do File -> Export Image

    and you're all done.

    Hope that helps,

    -- cacotigon

  • I think that's part of the problem, every time you add an action/event, Construct deactivates the highlight focus in the event sheet, and there is no way to use the arrow keys *OR* tab to get the focus back, instead you have to mouse-click inside the event sheet, and only then can you make use of a keyboard shortcut, but that breaks the flow of being able to use keyboard navigation.

    After adding an event/action, the yellow highlight focus should not disappear, which would allow users to leverage the keyboard shortcuts to save time.

    Right now, in order to make use of the keyboard you have to:

    Mouse-click to highlight an event

    Type A to add an Action

    As opposed to:

    Mouse-click on the hyperlink 'Add Action'/'Add Event'

    Does that make sense?

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  • This was also mentioned by Arima:

    http://www.scirra.com/forum/small-interface-requests_topic48252.html

    The keyboard shortcuts as outlined in the keyboard tutorial such as Add Action (A), Add Blank subevent (B), and Add Condition (C) don't work unless a condition/event/action is *FIRST* highlighted with the mouse. Unfortunately, you can't navigate within the event sheet using tab / arrow-keys, unless you have clicked and highlighted, this seems to defeat the purpose of a hotkey, since I have to use the mouse in the first place. And after every event/condition/action creation, the event sheet loses focus and I have to click inside of it again.

    Seems like it would be an easy fix, just wanted to bring it up.

    -- cacotigon

  • Under add action/add event (basically anything that has a search bar/cancel/back/next buttons) window, tabbing skips the large control.

    Right now the order is:

    1. Search Bar

    2. Next button

    3. Help

    4. Cancel

    So if, for example, I wanted to edit the speed, unfortunately, typing speed in the search bar brings up:

    Animations

    Set Speed

    Bullet

    Set Speed

    So I'm forced to switch from keyboard control to the mouse, and for those of us who try to avoid excessive mouse clicks, this presents problems.

    Thanks,

    -- cacotigon

  • yeah, works fine now, sprite1 doesn't even show family instance vars unless one already exists in the layout.

  • Nevermind, I figured out what I did, the equation should be:

    vy = vy0 + gt

    vy = 0 at apex, solve for vy0

    vy0 = -gt

    Substitute vy0 into standard physics distance equation:

    y = y0 + vy0*t + 0.5gt^2

    becomes:

    y - y0 = -gt^2 + 0.5gt^2

    sqrt((y - y0) / 0.5g) = t

    vy0 = -g * sqrt((y - y0) / 0.5g)

    Ballistics works fine now.

    Here is a capx to demonstrate if anybody is interested:

    Working ballistics sample

    Maybe it can help other people.

    EDIT: P.S., Do the forums support unicode? It replaced my square root symbols (unicode symbol U+221A) with question marks.

  • Tried out a couple of projects, everything looks spic and span. Thanks Ashley!

  • , SullyTheStrange: Yeah, as I mentioned at the end of my original post, that's what I ended up doing, which works just fine, but kind of pain, since I've got to remember to do it for every new sprite animation that I add.

  • well, as I understand it, Families have individual SOL lists just as Sprites do, so I would expect that particular Families SOL list to be set to the last created instance, just as sprite SOL lists do.

    EDIT: What I mean is that the ButtonFamily SOL list should (at the time subsequent to the Create ButtonFamily method) contain only a single UID, it doesn't really matter if it's ButtonA/ButtonB/ButtonC, since I'm using properties (X position) which are common to all of them.

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cacotigon

Member since 10 Mar, 2009

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