Jase00's Recent Forum Activity

  • Yeah I agree with this.

    A half-workaround is using subevents like

    +Key "Z" is pressed

    OR

    +Sprite is touched

    --(Subevent)--+PlayerSprite is on ground

    --------------=Simulate player jump

    I think the one problem with this workaround though is you cannot place Trigger events like "On key pressed" inside a subevent.

  • Ashley , Sure thing! I''ll post all of them when I get a chance or if someone else does it first. <img src="smileys/smiley16.gif" border="0" align="middle" />

  • Grave

    Ah nice! I tried getting around it by deactivating, changing widthheight, wait 0.0 seconds, then reactivate, but it would reset back. Your addition of the "Set Sine movement to Size" does the trick. Thank you very much <img src="smileys/smiley41.gif" border="0" align="middle" />

  • Below "Enemies Has lineofsight to Players", put a "For Each Players".

    I think.

    :P

    Edit: Actually, maybe:

    -For Each Enemies

    -Enemies Has LineOfSight to Players

    -For Each Players

  • Hey :D

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/BugSineWidthHeight.capx

    Steps to reproduce:

    1. Run Capx

    2. Notice the Sprite with the Sine behaviour on it

    3. Click the button

    Observed result:

    Nothing happens

    Expected result:

    The Sprites original size should take on the sizes given when using "Set Width/Height". Sure hope this can be fixed simply, as I use the sine behaviour for sprites that need to be resized dynamically. :(

    Browsers affected:

    Chrome: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r136

  • Arima This is getting mentioned everywhere all the time :P

    ...

    ..

    .And since it is getting mentioned again, I'll rethrow in that I get better performance as of last time I checked, when the game is windowed, and even better performance if I shrink the window. Changing from Areo and whatnot doesn't seem to affect it noticeably in my experiences... :D It's not my immediate goal to have, but I have friends with puny computers and would love for them to be able to comfortable check out my game :P

  • If you shrink the image down to 64x16 in the Construct 2 animation editor, then you will save memory (and loose quality :( )

    If you are loading it in, and NOT shrinking it in the animation editor, and shrinking it down in the events/layout editor, then it will still be using the original 512x128 image in memory. (Though the payoff is that it's high quality, so if you ever resize the sprite to be bigger again in the game, it will look smooth rather than pixelated)

  • I wish I had good reason to visit Scirra. They only live two buses away from me haha. I mentioned it a while ago on irc and people suggested amusing things to ask <img src="smileys/smiley16.gif" border="0" align="middle" />

  • damainman I believe that the 2nd issue has been around for quite some time now :P I kinda just ignored it and avoided having sloped jumpthrus having other platforms close by. Though it's nice to know this is affecting others and not just me :3

  • Jumpthru's are the devil.

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  • California , Are you implying that the origin point of the Player should be somewhere specific? Or am I completely not understand you? XD

    Throwing it out there, but I'm no expert in Platformer systems though I have made some myself in the past but, doesn't Jumpthru stuff ONLY focus on the lower part of the Player? If a player was lower than the top of the jumpthrough and touched the edge, literally nothing should happen, right?

    Maybe that's what California is saying; maybe if the origin point is specifically placed somewhere on the player, Jumpthru's wouldn't affect the player? Though my origin point is placed at the middle bottom of the player. Hmmm...

  • damainman , I've noticed this has happened since the early version, I've had it where if the player Jumps, and is falling, and touches edge of Jumpthru, the players Y speed will go to 0 (like this diagram):

    (Green is the player, Red is Jumpthru, blue is how the movement goes)

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/jumpthru.png" border="0" />

    Also, having a Player colliding with multiple jumpsdowns that are sloped causes glitches (But can't blame the behaviour from 'behaving' weird (lol) as it's getting confused from handling multiple Jumpthrus)

    When it does this, it causes the behaviour to think it's not on the ground, though it is not actually falling towards ground, therefore you cannot jump ect.

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Floatthrough.png" border="0" />

    The new update has introduced something that's all over my project, where I have solids and Jumpthrus close together, the character does the "Floaty falling" thing like the previous bug, just from walking along the solid into the side of the jumpthru.

    (Orange is solid)

    <img src="https://dl.dropboxusercontent.com/u/7765312/C2/Newpushdown.png" border="0" />

    I've bug reported just one bug (one I haven't mentioned here) as I believe some of these thing I experience may just be because I have a tall Player, and I may attempt to change it round so he's like 4x4px (I've tried it quickly and gives a lot less hassle with the jumpthrus) Except most of my project is based around using the Players size for gameplay collisions like fighting. Life choices. <img src="smileys/smiley16.gif" border="0" align="middle" />

Jase00's avatar

Jase00

Member since 5 Jan, 2012

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