Sargas's Recent Forum Activity

  • I posted some time ago that since r170 my mouse wheel stopped working in construct2. Later on, I discovered that it only happened when using construct in Admin mode (for wifi testing).

    And recently I learned that it's in fact a common thing for some software to lose some of it's functions when interacting with other software when the second has admin privileges. In this case, the mouse wheel didn't have admin level, and construct 2 did.

    I just wanted to bring it to your attention in case something changed in r170 on construct 2 end. I completely aware that it could have been on the mouse's driver's end.

    But since after some googling it seemed to be such a common thing, my guess was that I can't possibly be the only construct user that encountered that problem, and that maybe it was worth looking into.

    Anyway, I created a System Task that gave the mouse driver admin privileges on startup and now there is no conflict with construct =)

    I know this is not a bug and all, but i didn't know where else to post it =/

  • well. yeah, but why? and what can i do? c2 is the ONLY program that doesn't register input in my pc.

  • I don't know if this is happening to anyone else.

    But construct 2 is not detecting input from the mouse wheel, so I cant scroll or zoom in the program.

    It began with version r170, and the mouse is fine, it works with every other program.

    I just want to know if it's just me, or if this is a real thing.

    It doesn't detect mouse wheel input on previewed projects either =/

    EDID: I tested my mouse mouse in another pc and the wheel works fine in construct r170. and i tested a different mouse on this pc and the wheel input is detected fine too =(

    why on earth would c2 suddenly stop registering input from my mouse's wheel?

  • when i start making a game i just work with cubes and rectangles and stuff like that, just things that tell me everything is working as it should.

    For later stages of development you might wanna consider outsource the art of the game.

    or like a lot of devs do these days, go with a design solution instead of artwork. Keeping it minimal, but pretty.

  • Since objects aren't restricted to just 1 family. you can have your "regular" families, and your "on top" family as well.

  • nup, it can't. you would have to write your own plugin for it.

  • all containers do is pick objects together. so they create and destroy together, and when you reference an object in event sheet and it belongs together, they are picked as such. and that's it.

    Containers (manual entry)

    if you want then to move together, you'll need to use the pin behavior or something similar.

  • google a list of gamepads supported on chrome, firefox, etc. I'm pretty sure your device is not supported. I'm also sure an xbox360 controller will work 100% of the time in chrome.

  • but you can ALREADY do that. You could just code it once in it's own event sheet and then include that in any other event sheet that uses it.

  • i did understand, but why would you need that if you can already just hand copy/paste anything in the layout?

  • you can just copy paste the objects from one layout to another... the feature already exist.

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  • you're missing the pin behavior

    Manual entry

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Sargas

Member since 13 Jun, 2012

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