AnD4D's Recent Forum Activity

  • LittleStain

    Here ya go!

    https://dl.dropboxusercontent.com/u/50465867/Construct/Scrolling.capx

    Play it as it is, and it should scroll fine. Change the parallax to 50,50 and it breaks.

    Also, could you try changing the default movement from bullet to 8 direction or car movement? Does that break the program for you?

  • justifun

    Sorry I should have clarified. I have no issues making the sprite. My problem is having that sprite loop seamlessly in all directions while scrolling in Construct 2 when using a tiled background and 50,50 parallax.

  • http://www.scirra.com/forum/topic82500_post480911.html#480911

    <img src="smileys/smiley17.gif" border="0" align="middle">

  • I know how to scroll infinitely horizontally and vertically, and I can figure out how to do them at the same time, however, as soon as I throw parallax 50,50 into the mix, I can't seem to get it right.

    Anybody had any luck with this?

  • I note you mention in your blog, Ashley, that it runs better on Android, but then state that Cocoon users should just keep to their native physics.

    Are there any way to sell Android games with this new 'engine'?

  • Strangely, it worked when I hit retry...

  • Ashley

    Eeep! Got an error when I tried out the new physics engine. I don't know if it's a bug, so I haven't reported it as one.

    If it is, I'll go ahead and report it.

    Also, I know you said that you can't disable collision, but it might be useful for some to know that you can still disable physics for a lot of those moments :)

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

    Construct 2 Check failure

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

    Check failure! This is probably a bug:

    Behavior missing its runtime.js file

    Condition: FileExists(behavior->GetRuntimeFile(use_asm_physics))

    File: html5.cpp

    Line: 1106

    Function: void __cdecl Exporter::DoExport(class era::IProject *,class era::ILayout *,bool,struct HWND__ *,bool,bool)

    Build: release 153 (64-bit) checked

    Component: HTML5 exporter

    (Last Win32 error: 2)

    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   

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

  • thehen

    I'll give it a go, but I have a couple of objects which are affected by mass, and they're not all the same size, so I'll have to have a couple different variables.

    It'll take some time to get it sorted, with a lot of trial and error, but I'll see how things go :)

  • Well I didn't know this! Very cool!

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  • thehen

    I'm not a mathematician either. However, if I change the size of the object ever so slightly, the whole dynamic appears to change, so I have a feeling it's some kind of calculation, like density combined with the height and width.

    No idea though.

    If I do it all with the same number, smaller objects move faster than larger objects.

  • Yes, I suppose it does, but I'm just thinking ahead, and trying to keep my number of layers to a bare minimum.

    My top layer is usually "HUD", but at the point I am in the game atm, I am trying to set up the events before all of the graphics are done, so I'll probably have to go through and change a lot of events. I know I want my blackout to always be on top, and so I hoped there was a simple option for me.

  • thehen

    This could work, but I'm not sure how to get my physics objects mass without calling the mass function.

    The game's been designed with the mass controlling the physics, and certain levels require precision. I could do some trial and error with a variable to ensure it's close, but I don't know how to ensure I'm 100% correct.

    I didn't think about this possibility though. I guess that's why your game works with accelerated physics on :) You're not calling mass?

    I use the mass function so that I can turn gravity in any direction.

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AnD4D

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