plauk's Recent Forum Activity

  • I'm fairly certain I've named everything, as I tend to do that anyway, but I'll triple check everything when i get home from work tonight. I've previously been able to import stuff sans-bones.

  • Has anyone been able to import an scml into the newest version of C2 with bones yet? I might be doing something wrong, but it's still crashing for me. I've updated the plugin, and am using version 119 of C2.

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  • Steam version of C2 thinks it is the free version! I've registered the steam key for my personal license (was originally a standard early adopter license, so I'm not sure what that converts to on steam) using that steam key link, and it was working properly on version 114 (albeit, without downloading betas), since 119 it has reverted to the free version.

    Have tried uninstalling from steam and redownloading.

    Steps to reproduce:

    1. Install from Steam.

    2. Open from Steam.

    3. WTF? Free version?

    Observed result:

    Loads free version!?

    Expected result:

    Load the full version.

    Operating system & service pack:

    Windows 7... uh... not sure.

    Construct 2 version:

    119 (Stable release).

  • Awesome news guys!

  • Hey guys, just popping back in to confirm that this is still an issue with the current stable release. Disabling V-sync in Catalyst resolves it, but every time I update Construct, it starts happening again.

    This is probably because updating Construct uninstalls the previous version, which deletes any custom application settings in Catalyst. So, each time a new version of Construct is released, I have to remember to disable v-sync again.

    Yes, I realize that the problem is probably on AMD's end, but somehow I doubt they'll fix it any time soon.

  • I've been thinking about using vector shapes to make water... so it could deform when the player entered, to create a wave or whatever. Not sure how much work that would be.

  • >

    > > Nice plugin! Is designed to make RTS game using your pathfinder plugin?

    >

    > Yes you could with a bit of messing and lerp.

    Here is a quick example I knocked up.

    Would it be possible to see the capx for this example? I've been trying to reproduce it without luck.

  • This sounds a lot like the issue I brought up yonks ago, where sprites would be misaligned on the x and/or y axis when using extremely lo-res assets and a small window size: ie. A 8x16 sprite in a 320x240 window, when scaling to fullscreen mode, you could clearly see the sprite overlapping parts of the world it shouldn't be.

    It even affected detection of the wall (ie. It sometimes became impossible to detect when the player was touching a wall) breaking some of the gameplay.

    From memory, the response back then was that it couldn't really be fixed (easily) and I got the impression that it wouldn't be. I'd be curious to see if there's interest to look into this problem again.

  • I vote shaders!

    But it looks like more events and multiplayer features are winning... those are both good things too. Actually... multiplayer would be awesome. I'm sticking with shaders as my top choice though. I neeeed them.

  • I can't believe I missed this thread until now... very exciting!

  • Big big big thankyou to all who worked on this release!

  • ...let alone when the c2 plugin comes out, and people can create assets that load in html5 and cc exe's, opening the possibility to have an experience shared between the web and desktop.

    Wow... for real? That sounds awesome!

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plauk

Member since 24 May, 2011

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