Chroma72's Recent Forum Activity

  • So I have an 1D array and I do a Array Push Front(n), but the Array X size doesn't change. I know in Javascript the array will just auto-resize when you do a push and pop.

    Basically I need the functionality of a FIFO List.

    Is Array push and pop working as it should?

  • Thanks and done.

  • Hi. Just wondering if a bug fix for the Tween Scale is on the list. Thanks.

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  • You can use the tween value action instead of tween property, and then the set scale action with the tween.value expression to get the result you want.

    That would work but it's very kludgy. You'd have to put the scale action in an 'update every tick' and I don't want to do that.

  • Scale is supposed to go off the image's original dimensions, so I do believe this is a bug with Tween.

    If I set an image's size or scale to 0, the ImageWidth still reads as the original value (in my case it's 64) which is the correct behavior. If you set the Scale directly, it scales to the correct size, ie. setting scale to 0.5 make the image half size. But if you set the scale to 0 and then Tween the Scale from 0 to 1, the Scale stays at 0.

    Looks like the Tween Scaling is multiplying against the Width and Height (current image size), instead of ImageWidth and ImageHeight (original image size). This has my game broken unfortunately. :(

  • That's obvious. But the Tween routine is not scaling from 0 to 1. The scale stays at 0. BTW, I do not want to use size.

  • I have an object that I create on start of layout (initially visible is true). Then I set scale to 0. Then I set the Tween property "" Scale to 1, 1 in 3 seconds. But it's not working. BTW, I do not want to use size. Any help would be greatly appreciated.

    Tagged:

  • And I just found where to set the Physics as framerate independent! Thanks Ashley!

  • Based on your post Ashley, I just realized that the monitor refresh on my first computer is set to 60hz and the monitor refresh on my 2nd computer is set to 144 Hz.

  • Hi All,

    I have an issue where a world gravity of 10 isn't the same on two different computers. A setting of 10 on one computer makes the object fall at a nice speed where it falls insanely fast on the 2nd computer.

    I've created a .c3p to test this. If you could download and run the example and post your Elapsed Time, it would be very helpful in my trouble shooting. If anyone has had any issues like mine then please discuss. Thanks!

    http://www.ragebyte.com/downloads/GravityTest.c3p

    My Elapsed Time was 1.400036

  • I added the physics behavior and that is working well. Thanks.

  • Do I have to add the Physics behavior to the tilemap for collisions to work?

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Chroma72

Member since 24 Sep, 2016

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