seven's Recent Forum Activity

  • If someone posts a thread and no one replies to it, there should be 0 replies, not one. Right now the first post is counted as a reply, which doesn't make sense.

  • Needed to create a duplicate thread; last one was closed due to broken link. The URL was automatically shortened with a "..." because of its length, and then it was made plaintext because I didn't have enough rep for hyperlinks. Now I do. That should probably be fixed!

    Problem Description

    When the browser window is resized/fullscreened any CSS styles are removed.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/257 ... s-bug.capx

    Description of Capx

    It is a simple modification of the multiplayer chat example which changes some CSS styles and runs at a different resolution.

    Steps to Reproduce Bug

    • Resize the window
    • Cry
    • Use disabled event provided in capx to try and reapply CSS styles for Browser: On Resize
    • That doesn't work either

    Observed Result

    The text becomes larger than it was before. I know the font size is proportional to window, but the proportion itself changes. If others can't reproduce this I can make a video.

    Expected Result

    The CSS style should not change.

    Affected Browsers

    • Chrome: YES
    • ???

    Operating System and Service Pack

    Windows 7 x64 SP1

    Construct 2 Version ID

    beta r165

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  • Problem Description

    When the browser window is resized/fullscreened any CSS styles are removed.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/257 ... s-bug.capx

    Description of Capx

    It is a simple modification of the multiplayer chat example which changes some CSS styles and runs at a different resolution.

    Steps to Reproduce Bug

    • Resize the window
    • Cry
    • Use disabled event provided in capx to try and reapply CSS styles for Browser: On Resize
    • That doesn't work either

    Observed Result

    The text becomes larger than it was before. I know the font size is proportional to window, but the proportion itself changes. If others can't reproduce this I can make a video.

    Expected Result

    The CSS style should not change.

    Affected Browsers

    • Chrome: YES
    • ???

    Operating System and Service Pack

    Windows 7 x64 SP1

    Construct 2 Version ID

    beta r164.2

  • newt: you didn't read the link in my first post.

    Ashley: Yeah, after reading some more about Tiled I think I can make it work for me. The ability to zoom in on the Tilemap window would still be appreciated, when you find time for it. Thanks.

  • Bumping after r150, which did not address these requests. I'm hoping for a reply, at least.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/25752478/c2examples/tilemapbug.capx

    Steps to reproduce:

    1. Create two layouts

    2. Create a tilemap object

    3. Add the tilemap object to both layouts

    4. Edit the tilemap in each layout individually

    Observed result:

    This is difficult to explain, so bear with me. Construct will only recognize the tilemap from the first layout you run. The second layout will ignore the tiles in that instance of the tilemap and instead will use whatever tiles were present in the first instance of the tilemap before it was copied to the second layout. If the tilemap from the first layout was blank before it was copied to the second layout, you draw different tiles for each (ie neither layout is blank but the two instances of the tilemap are not the same), run the first layout and then go to the second layout, the tilemap will be blank.

    Expected result:

    The tiles drawn on each instance of a tilemap object should be saved for each instance. C2 should not expect there to be only one instance of each tilemap object.

    The obvious workaround is to create a new tilemap object for every layout, but there are a number of reasons not to do this, the main one being added complexity. What if multiple layouts share the same event sheet and have events which reference the tilemap object? It would require you to duplicate events or create a family that acts as a container for all the tilemaps. What if you have many layouts using the same tilemap image, and have to edit the image? You would need to make the edit to every duplicate tilemap object. etc.

    Browsers affected:

    Chrome: yes

    I have not tested on other browsers. If you think the browser is relevant then let me know.

    Operating system & service pack: Windows 7 SP3

    Construct 2 version:

        r149

  • Also the ability to zoom in on the tilemap window with ctrl + mousewheel like you can in the layout would be nice. I'm working with 16x16 tiles on a 2560x1440 monitor and it's hard to see what I'm doing.

  • The new Tilemaps feature is fantastic. Now I don't need to sort through a hundred different tiled background objects to find the one I'm looking for; you should have seen my folder tree for Tiles, it was a mess. x_x

    There are some UI improvements I'd like to see in C2 which would speed up workflow without reinventing the wheel. Using keyboard keys to select an adjacent tile in the tilemap (e.g. using WASD while drawing tool is selected) would be much faster than moving the mouse across the screen every time I need to switch the tile I'm drawing with.

    codeproject.com/Articles/106884/Implementing-Auto-tiling-Functionality-in-a-Tile-M

    Autotiles (see link above) are a very powerful feature that would save me tens of hours of busywork. Something similar to this feature exists in Tiled, but it's a time-consuming and unintuitive hack, so I hope you would still consider implementing this anyway.

    Thanks for all your work on C2.

  • If you haven't played a megaman game, here's a good approximation of how the jump feels: scirra.com/arcade/example/4847/mega-man-engine-by-siksteen

    (Press S to jump; there's no capx released unfortunately)

    I implemented gravity manually because I'm not sure that C2's pixels/sec/sec gravity is the same as a constant change in velocity of 15pixels/sec.

    It could be that the platform behavior doesn't like small numbers; it would require subpixel precision to implement the jump properly. Or maybe it's just the values I put in? I'm comparing it to the thread I linked in the first post and I'm not seeing a difference.

  • I am trying to replicate the (very simple) jump physics from the Megaman games, using this thread as a reference: forums.tigsource.com/index.php

    I thought I understood C2's platform behavior but I guess not; in this capx, the player moves 2 pixels off the ground, then very slowly comes back down, or hovers a pixel off the ground:

    dl.dropboxusercontent.com/u/25752478/megaman.capx

    I can't figure out what is going on. Please help.

  • cells based on the dimension of the object: yes. I think it's still safe to assume that all objects for which sight is calculated will be a multiple of the tile size; but if the object is 2x2 (in grid cells) or is a Tiled Background that is extended outward, more than just the origin of the object should be recognized.

    : sorry for not being clear. the player can be to the left of a sight-blocking object (presumably to the left because that is the origin of the object) and have all sight cells disappear, as if the player actually went inside the wall. I haven't been able to isolate the problem, but it's enough to ignore the tile the player is currently occupying when calculating fov.

  • I'm impressed at the performance of this, compared to event-based field of view. However, there are a number of bugs with pathfinding. I've modified your demo to demonstrate: here.

    You can cause a crash a number of different ways:

    -Place a second instance of the Enemy object.

    -Require the Enemy to find a new path as often as it moves.

    -Right-clicking excessively will eventually cause a crash. This usually happens when the Enemy is adjacent to a Blocker object (orthogonally or diagonally) even when the object is not in the way of the path. Oddly enough, this never becomes an issue if you control the player with the arrow keys.

    There are also some unexpected behaviors which, although not exactly bugs, would still be considered unexpected:

    -The behavior assumes all objects are equal to the grid size. This becomes an issue e.g. if using a tiled background for the walls.

    -In some cases, the behavior thinks the object for which fov is being calculated is inside a wall. I haven't yet been able to reproduce this outside of one project, but one solution is to ignore the tile the object is currently occupying.

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seven

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