R0J0hound's Recent Forum Activity

  • If you move the "Infinite movement" group above The "BouceStar" group the collisions are spot on.

    I think the issue was the ball's y position was being set after the collisions were detected, and it wasn't quite lining up with your logic.

  • I believe the plan is to allow the creation of exporters to any platform.

    From the FAQ:

    [quote:3ityeret]Q: What are these exporters I'm hearing about?

    A: Exporters compile projects into various formats for use on different platforms. This time they are modular and can be made by anyone, just like a plugin.

    Q: Why is HTML5 the main exporter?

    A: The HTML5 exporter is being made first mainly because it is multiplatform. Having immediate multiplatform support is meant to attract as many users to C2 as early as possible.

    Q: Will there be an EXE exporter?

    A: Yes, eventually. Either the Scirra devs will make one, or a third-party will make one. With the modular exporter system, it could be both. By the time C2 can be used for much, there will probably be an EXE exporter.

  • If you post the cap, someone should be able identify if it's a bug or logic problem. At least it's the easiest and fastest way to get a solution.

  • The correct syntax would be, Player.Overlaps("Sprite3"), but "Overlaps" will cause a crash when used in python because it's implementation requires it to be attached to an event.

    A solution is to use Player.OverlapsOffset("Sprite3",0,0) instead.

  • The names will be changed for the next build.

    "Set Zoom" will be "Set Zoom Rate".

    and

    "Set Zoom Offset" will be "Set Zoom".

  • The Construct IDE is the only thing that needs the ProfUIS library. The runtime and plugins can be built without it.

    standby for furthur action...

  • I've never had collision detection issues like that.

    How are you checking for collisions? Are you using "overlaps at offset" at all?

  • It seems that the "Add target" action selects from all the "enemy" type not just the currently selected enemy.

    A solution would be to add the object type of the selected object as a target instead of the family.

    Edit the "Add Target" action and right click "object to target" and select use expression. Now you can choose an object by their OID (object id), which is different for each object type. Next type in "Enemy.OID". The "OID" expression with families returns the OID of of the actual object, not the family.

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  • [quote:2o457nu4]Whats the 'Tracker', i assume its a post for bugs? How do i go about reporting this error.

    See How to post bug reports

  • I can make an image larger than the screen resolution without issue. I suspect it may be an issue with the graphics card. What graphics card do you have and how much VRAM is on it?

  • Is now fixed for next build. Good find!

  • Here is an example for that first aspect that may be helpful:

    http://dl.dropbox.com/u/5426011/examples4/createOnObj.cap made in 0.99.97

    [quote:iyz7kjc4]I also have no clue on how to make them 'unique' after their creation, so I can deal with them each for their own. Any help would greatly be appreciated.

    Try the system condition "for each".