Prominent's Recent Forum Activity

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  • I don't use the default physics in construct, so I'm not sure. I checked and it looks like there isn't a simple method for detecting that.

    If you use Chipmunk physics behavior, there are conditions and expressions for checking if an object is colliding, and other stuff, which would make it easier to determine what the object is doing.

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  • Updated behavior: You can now pin Animation and Frame.

    This is useful if for instance you want a character to have different clothing- you can set the clothing to have same animation name as the base sprite, and when the base animation changes, the clothing will also change to the same animation.

    You can also set the Frame to be pinned as well- so the pinned object will always have same frame number as the object it is pinned to.

  • I believe it is a limitation due to how construct handles objects. But yea, I would like this issue resolved too.

    My guess is that When one object gets repositioned, the pinned object only knows it was repositioned on the next game tick/cycle, so there's always a one frame delay between them.

    here's some info I found by doing a quick search.

    I'm afraid I don't think this can be fixed: the Pin behavior is already coded to run *after* the events so it gets the latest position of the object. As you can see from this modified example there is no lag at all if you only use a single pin:

    http://dl.dropbox.com/u/15217362/nopinlag.capx

    The problem comes from using two behaviors at once. Construct 2 does not run behaviors in any particular order. So in this case the pin behaviors run in the wrong order and the second pin updates before the first, so it is always one frame behind. I don't think there's any good fix for this - it's how the engine has always worked. It's easy to workaround with events though, the Pin behavior is pretty simple. I'm afraid this appears to be the only solution. If you do it all by events you have exact control over the order it happens in, anyway.Ashley2012-02-20 22:25:33

  • system condition: pick nth instance: ball.count-1

    that will pick the last instance that was created.

    To detect is ball isn't bouncing, depends how your bouncing is implemented. How is your bouncing implemented?

  • One way you can do it is by calculating all the letter widths at the start of the game.

    To calculate each letter, you'll have to have a text object with a width of 0, and set the text to a letter. Then have a loop that increases the width by one pixel until the text.textheight value decreases, then use the current width for the width of that letter (store it in an array or dictionary).

    Do this for each letter or character.

    Some notes:

    the textheight is the height of the text, so if one line is 20 pixels high, then two lines of text is 40, etc.. So when you have the width of the text object smaller than a letter width, it will cause it to jump to the second line.. So when you increase the width it eventually as room to place the letter on the first line.

    Also at the beginning, the textheight will be 0, so it will jump to 40, then 20 for example.. You'd stop adjusting the width when that value decreases.

    I think it might pad the letters by a pixel, so you might have to remove 2 or 3 from the found width.. There might be other things to keep in mind too, but this might be a good start point.

  • You could have an array, and whenever the variable has its' value changed, you could push the amount it changed as well as the current time to the array. Like array.at(x,0) would be the time, and array.at(x,1) would be the amount it was changed.

    Also in the same event (when the value is changed and array is modified), you can do a check to see if it has changed enough within a certain period by looping through the array(starting from end), until it goes past the period you want, and add up all the value changes while it loops. If the value it greater than what you want, then you can do whatever you want now and clear the array.

  • I wouldn't wait around for it- scirra already mentioned they won't be creating a method to convert back to C2.

  • I think the Visual Programming Language term covers it. Construct events are a type of visual programming.

  • I'm thinking of using a potentially very large tilemap. Would the chipmunk physics work well with it? Does it parse the nearby tiles, etc?

    edit: https://chipmunk-physics.net/release/Ch ... patialHash

    found that info. I'm wondering how it applies to tilemaps, considering that tilemaps can have polygons that stretch over multiple tiles, and can get quite big.

  • I think the actual actions that are performed is more relevant in determining the processing speed than the number of events/sub-events.

    I also would put a priority on creating events that can easily be scaled; ie, constructing your events so that it allows you to expand the game. If you focus too much on trying to combine everything together, then you'll begin to get stuff entangled and it will be difficult to expand your game. It took me a long time figuring out how important this is.

  • Problem Description

    When running in Debug mode with a breakpoint, running through the events of Else conditions is inaccurate.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_ggICjFVKOudvViqZ

    Description of Capx

    Has a breakpoint and Else conditions.

    Steps to Reproduce Bug

    • If you run it normal mode, it will run fine
    • run in debug so that the breakpoint is found.
    • Keep clicking Next to step through the events- it will enter the last Else event even though it shouldn't, causing the wrong events to fire.

    Observed Result

    Else event gets run that shouldn't have run.

    Expected Result

    Should run through events correctly like it does in Normal mode, or Debug without breakpoints.

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    vista

    Construct 2 Version ID

    r243

    this is a pretty serious bug- it is preventing me from analyzing my events.

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Prominent

Member since 28 Apr, 2012

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