glerikud's Recent Forum Activity

  • Interesting white flash you got there. Did you try to change the loader style? The mobile apps I made doesn't have this issue, but I'm not using the default loader style.

  • It would help if we could see the collision poly's in the layout view.

    Suggestion for C3 I guess.

    Are you talking about the View tab's "Show collision polys" option? That's how the picture above was made.

  • The video you shared is private. We can't watch it.

  • Since it's not the first time I hear someone complaining about big projects in C2, I'm really interested in what the Scirra Team has to say about this. I'd love to see this engine handle such projects as Klang without problems.

  • Today I was setting up another testing environment for our project. What I wanted to achieve to have the character (green circle) move only on the grid lines. I used the tilemap object for the grid and I split each block into 4 pieces. Then I assigned each piece a different collision box leaving some free space around the grid lines for the character to move. When I add the 4 pieces once (forming 1 block) it works just as it should (top left).

    The problems starts when I add more than one block next to each other (top right). Seemingly random quarters of the block "lose" it's collision polygon. The image still can be seen, so the tile is there, but I have no idea why does that happen. The more block I place the problem comes out even more (bottom part of the image). The collision polygons do not overlap, and I also set the Tile width; Tile height properties right.

    The image:

    Edit: If this turns out to be a bug, then I'll file a bug report.

    Edit 2: I double checked and the problem seems to come from the fact that the tiles gets deleted, like I place a new one over them. The tile size is 50x29px.

  • I don't think "not as stable" is a good way to put it, but there's certainly a truth to it that a lot of the developers (myself included) suggest to go with the non-Steam version.

  • Scirra Team, please make this happen.

  • But they might have to install the web DirectX contents coming with the NW.js installer if I know right.

  • I figured out an other solution, and it works just as I intended. I drop this here if anyone interested:

  • Works for me as well. Did you do a clean install of the new NW.js?

  • That 'offset' is middle in your object.

    Check offset at

    Self.X - distance*sin(60)

    Self.Y - distance*cos(60)

    Where distance is anything you need.

    To see what you are dooing, you can move a small sprite at

    test_player.X - distance*sin(60)

    test_player.Y - distance*cos(60)

    I see that youre player is a circle, that offset will also be a circle.

    Dont forget to move it 'back' when a overlapping is dedected. Else it keeps overlapping. You have to make a sorta 'push out of solids' routine.

    Thank you for the answer. I tried changing the expression to what you are suggested (I used different numbers for distance, 10; 70; etc..), but still not working.

    Edit: Well, not quite the answer to this problem, but I managed to get the collision system working using the custom movement behavior's push out solid (nearest) option.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • ...For me, the browser object does not work for testing "is online" when exported to apk so I have to revert to other means as described in my previous post.

    Sorry, I think I misunderstood you. Since it should work imo, maybe it worth to file a bug report about this.

glerikud's avatar

glerikud

Member since 8 Sep, 2011

None one is following glerikud yet!

Trophy Case

  • 13-Year Club
  • Popular Game One of your games has over 1,000 players
  • Email Verified

Progress

15/44
How to earn trophies