Aphrodite's Recent Forum Activity

  • I think webbrowsers can handle the editor if done well, no, the issue I think will be when (not if, WHEN) a critical browser bug occurs, would the scirra team won't fix it since it is not their job, that was always the mindset with C2 "if it is a browser bug let's wait for them to fix it", that is my main concern about that.

    Not that I'll be using C3 after the horrible, stupid announcement they did but still.

  • Set angle to self.Angle - 10*dt???

    Why not just self.Angle - 10 ?

    dt is the time that passed between the current tick and the former tick, by setting every tick the angle to self.angle - 10* dt, you make it change every tick with a speed of 10*dt degrees per frame, which translates to an average speed of 10 degrees per seconds regardless of the framerate.

    if it was just self.angle-10 then it would change not only faster, but alsodepending on the framerate (twice as fast on a screen with a 120Hz refresh rate compared to a 60 Hz one, also would be slower if the game was having a hard time rendering every frame on a regular basis)

    hope that helps

  • most of the expressions we are using are also documented here: https://www.scirra.com/manual/126/system-expressions but I will admit that I may have an easier time because of the math lover I am, however that doesn't mean it is required to know all those stuff, as R0j0hound said, trying stuff outside of your comfort zone from time to time, trying to find documents about said stuff, and ask when you are stuck are probably your best bet.

    As for getting better at programming, I'd say try to keep everything simple and clean to read so you understand it easily, don't worry about things like making a big game and optimisation until you know the tool enough (need to use functions to simplify that event? go ahead, need to modify this variable name because it is not clear? fine idea, this event is too complicated for me to remember what it does? add a comment now and try to see how to simplify it in the future if you can)

  • Merry Xmas indeed, hope everyone is doing fine ^-^

  • Somebody it seems that your distro folder link isn't working anymore (file not found error 404). Perhaps dropbox shenanigans, who knows. (even though I doubt you're here anymore)

  • Problem Description

    sine set cycle position doesn't refresh the current X position until the next tick if the motion is set to horizontal, the self.sine.value itself is changed though (not showed here)

    Attach a Capx

    https://1drv.ms/u/s!AjkoCSebIn9JjDrxr8-o6KPOcPOQ

    Description of Capx

    A single lonely sprite is moving on its horizontal axis, with a sine, When you press R, the cycle position is saved, the layout restarts, and the cycle position is immediatelly set back, however, we can see the sprite being at its original position for one tick before going back to it's current position

    Steps to Reproduce Bug

    • run the capx inside the browser of your choice
    • keep smashing R, see the teleporting sprite for one tick

    Observed Result

    when the layout restarts, the sprite is centered for one tick

    Expected Result

    the result to be invisible

    Affected Browsers

    • Chrome: Yes
    • Opera:Yes
    • Edge: Yes, it is even worse it seems
    • nw.js : Yes

    Operating System and Service Pack

    Windows 10, do not know my service pack

    Construct 2 Version ID

    r240

  • Thanks, it's a bit clearer, but at the same time it seems a bit strange that objects are not collected using that kind of condition.

    There is the system condition "Pick by comparison" which is more or less the same exact thing but can pick objects, compare two values just compare two values, without any picking as it is not designed to be used that way.

    The picking system is one of the most important part of C2, however not every condition can pick objects.

  • shinichild actually it is for a better accuracy that it's like this (so the physic simulation is always the same), but I agree that it breaks up with vsync off or with different refresh rate (a 120Hz monitor will make the physics go twice as fast) and so does not make a lot of sense in a game, the quickfix (set stepping mode) by therealdannyyy is the way to go for you I think, keep in mind it might still be a slight different result depending on the refresh rate.

  • I think you are not particularly doing something wrong, I just think C2 does not register yet the overllap, after muliple attempts that is the conclusion I am coming to.

    I used another method, using the might of overllaping at offset, hope it works fine for your purpose: https://1drv.ms/u/s!AjkoCSebIn9JjCEO0d_UMx6pohZh

  • the system: compare two expressions does not pick objects, that may be your issue right here, as with the pin, it'll work.

    I tried a system: pick by comparison instead and it worked.

    however I am still unsure how that is supposed to work without picking so I may investigate further.

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  • I think the idea is to save the date and time when the user is leaving and compare it when he comes back to alter the changes.

    Never used the plugin myself though.

  • I can confirm there is a problem, and actually I think I reported a similar thing happening when you could go back to a jumpthru platform when falling ( ), for now I'll just say to adapt the jump height too or create your own jump-thru system if that is doable.

    (I also tried to make the collision polygon 1 px wide but it still happened)

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Aphrodite

Member since 20 Dec, 2011

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