PixelPalette's Recent Forum Activity

  • Would be great if it works out for C2. 8D

  • Not interested in using the expression. prefer he expand the scroll to behavior with properties.

  • I know you have a large list of features to implement, but this if you decide to come back to implement this feature in the future. Its not a big feature, just a property to scroll to.

    So i like to see a property for scroll speed. Instant scroll to the object is great, but there are situations that i need it to slowly scroll to that object. Thanks.

  • It appears the interval for every x seconds becomes longer then the value i set for it, over time, or, its something with the bullet behavior.

    Here is a capx of the problem i am having. The spacing between the two moving objects, will become greater over time. The first time they spawn will have the correct spacing though.

    dl.dropbox.com/u/39646614/bug.capx

  • Too late. Changed the original file quiet a bit. Next time, next time... 8P

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  • Tried changing the time of "Every x seconds" to 0.2 and it gave me this error.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Cannot add trigger-incompatible condition to triggered block

    Condition: !IsTriggeredBlock() || (old->IsTrigger() || !replacement->IsIncompatibleWithTrigger())

    File: Projects\EventBlock.cpp

    Line: 48

    Function: void __cdecl EventBlock::ReplaceCondition(class EventCondition *,class std::unique_ptr<class EventCondition,struct std::default_delete<class EventCondition> >)

    Build: release 73 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Not sure if its not already there, but would like to see a G key, Shift+ G key to group and ungroup multiple selected objects. Would be great for managing objects in the layout or moving multi-part objects. 8)

  • Nope, i cannot replicate it. Probably was a weird one off bug, so i will see if i run into again sometime.

  • Well the original name was obj_p_sumoupperarm for example. I changed it to obj_p_l_upperarm. That's when the bug started occurring. Every time i renamed an object, it displayed that error. I'll try creating another object and renaming them, but i suspect its only objects who have events tide to them.

  • Happens only when i rename an object. But closing it and opening again solves the problem.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Cannot find file on disk to return over HTTP

    Condition: FileExists(disk_path)

    File: HttpFileServer.cpp

    Line: 278

    Function: void __cdecl HttpFileServer::ServerRespond(struct _HTTP_REQUEST_V2 *)

    Build: release 63 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 3)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • Discussed here previously. It's a popular suggestion, but why not just use invisible sprites as collision detectors? Multiple collision masks in one object would be complicated in the engine, and make for some fiddly UI. On the other hand, invisible detector sprites already work, and are fast and intuitive. I don't think such a feature is necessary.

    Cant help but have my opinion on this. But i believe M.U.G.E.N engine does this great with hot boxes and collision boxes. I suggest researching this for fighting games Ashley. I think its far quicker to do it this way then making a bunch of objects then stick then on the highly animated character..

  • Oh yes. Mod bump 8B

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PixelPalette

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