boolean's Recent Forum Activity

  • I replied to two questions (post 1, post 2) on the general board today that seemed a little strange, asking about features that I was sure was in the new versions. Turns out both threads were posted close to a year ago, yet were on page 1 in the forums.

    I did notice that both threads appeared to be from the same user, VampyricalCurse, so maybe something happend with his account? If there a way to delete posts, maybe someone replied to both threads then deleted the post?

    Has anyone else ever had this issue?

  • I updated this and the other post - I'm not sure why but I'm seeing old threads on page 1. Both seem to be from VampyricalCurse, so not sure is something happened with his account.

  • what the...the post date says 2011. Why was it on the first page? 0_o

    edit - I just noticed I responded to another thread that is from February. Where are all these old posts coming from?

  • Maybe I'm just missing something here, but can't you just use the eraser tool?

    edit - This post appears to be from February. I'm not sure why I'm seeing old posts on the front page.

  • What if you used the "Overlap at Offset" condition? You could say if player is overlapping the collision object at Y:+1.

    "The 'offset' variant will test for an overlap at an offset from the first object. For example, testing for an overlap at an offset of (100, 0) will temporarily move the object to the right 100 pixels, test for the overlap, then move it back again."

  • well ok then...

    <img src="http://i.imgur.com/X53BT.jpg" border="0" />

  • It's been on our todo list for a while, hopefully we'll get round to it soon!

    You guys ever thought of having a public todo list like this?. It seems there is a post or two each day saying "it's on the list!". Might be handy to have a place to check before asking.

  • Cheers, will do. Should be fairly easy to just use mod on the timespan for this. Just wanted to make sure I wasn't missing something obvious.

    Am I the only one who finds it a little strange that it doesn't reset to zero when the level restarts? I'm surprised people haven't run into more problems with it.

  • Am I just doing something wrong, or does the "Every X Seconds" not reset when you restart the layout? The problem is I have some enemies that fire bullets every 3 seconds, but if I restart the level in, say, 2.8 seconds, they start firing too soon when the level begins.

    Is there a way around this?

    Today's been a baaaad day for programming...<img src="smileys/smiley18.gif" border="0" align="middle" />

  • You can implement something like this yourself with events

    R0j0hound suggested something similar a while back using the player position and lerps. It works pretty well, but given a large gap or small enough sprite, unless you increase the loop to a really high level it's still possible the lerp doesn't hit the intended object. Ray casting would fix this issue, but while I was able to get some basic versions of this working in C2 I just can't get the logic working 100%.

    but I guess we need to add Classic's old 'instant hit' or exact-collision bullet behavior feature back to C2.

    That would be fantastic if you could!

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  • Any chance of getting something like this in C2?

    As others have posted in the past, the collision detection for C2 is pretty unreliable. Small objects, fast moving objects, changing window size during game, all cause objects to miss their collision. Other engines such as Box2D and Unity have systems that take into account, so it's disappointing to see C2 relying on the old 'teleport the sprite each frame and hope it hits' method, especially when it's being used on platforms as unreliable as mobile.

    Are there any plans on upgrading collisions to C2, or is the collision system seen as finished? I have a few features in my game that would benefit wildly from this.

  • Also make sure you add "capx.backup" to your ignore list. This thing can get to be huge in size (mine is currently 14MB).

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boolean

Member since 22 Aug, 2012

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