PabloDev's Recent Forum Activity

  • Well ... I've started in Safe Mode to test and thereby worked well.

    Now it seems to have solved automatically.

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  • I have Win7 64 bits.

    latest version drivers of graphic card.

    My theme:

    Standard, without effects.

    Yesterday everything worked fine, but this morning when booting the PC the problem started.

  • Hello, I have a problem with the window display of events, looks wrong.

    The buttons not work properly, I can not press "Cancel", everything is out of square.

    I restarted the computer but that did not solve anything.

    I have also tried installing even in a different folder but has not helped.

    I changed the size of the Event window ... nothing.

    W7 64 bits

    Classic theme without effects.

    Latest video drivers.

    Any ideas?.

  • It's strange, I keep getting 80-90% CPU load on Chrome, latest version, Win7 64bit.

  • Ok, I think in "watch" consumption is more reasonable, I guess the "inspect" tab need too many operations to run?.

    Still, I think the tab should work fluidly, why so much CPU load ?.

  • Hello, please, I wonder why so much CPU is being consumed in this capx.

    When I run in "debug mode" I have a consumption of 80% approx. in the CPU.

    Intel i5 2800GHz

    I do not understand that occurs, there is virtually no object that is consuming that amount of cpu.

    Any ideas?.

    https://dl.dropboxusercontent.com/u/60803633/testCollision.capx

  • The bounding box for that half-tile is still the full height. You need to edit it manually.

    Thanks, did not know that you can edit the mesh of each tile.

  • Now I understand what happens.

    It is that collisions are calculated with tiles occupied, not with tilemap chart.

    One way to fix it is to apply to 8x8 size tileset, then build the map in that size.

  • Hello, I have a strange collisions with my sprite and tilemap object.

    As you can see in this image, the collision occurs even if the sprite is not touching the map tilemap.

    In this image you can see the collision mesh:

    Do not know why this is happening.

    I would like if someone can help me understand how to get more accurate collisions, please.

    https://dl.dropboxusercontent.com/u/60803633/testCollision.capx

    The controls are:

    Mouse buttons to rotate.

    Key "up" to advance.

    You can see how visibly collision occurs even though there is not.

  • If this tutorial I've seen too many times.

    But the problem is not addressed there.

    By using "simulate latency" sprites disappear on the screen that PEER is displayed.

    Host always see it properly.

    I need to know when that happens, to act as I see fit HOST.

    It seems that this error occurs for some time now.

  • Hello, please someone can help me with this?:

    I have a multiplayer game for two players, when there lag, sprites on the PEER screen disappear.

    I wonder how can I find out when this happens to lock the HOST controls and prevent HOST player can move until the connection is restored.

    I find it difficult to solve the problems with multiplayer object, there is little support in the forum and few people know.

    The question is:

    As find out in HOST which PEER has lag problems.

  • Please, anyone can check this ?.

    Is it necessary "on created" is true whenever the sprite reappears?

    Is this normal ?, is it a bug ?, I have to adapt my game to this situation or is an error that must be corrected in multiplayer object?.

    I really do not understand, what should I do when the sprite disappears? Is there any way to figure out when is this happening ?.

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PabloDev

Member since 2 Nov, 2015

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