Pixel perfick's Recent Forum Activity

  • I noticed that some users are having some issues with the platform behaviour in 123 and it will be hotfixed,soon ,but my game does not use the platform behaviour nor any 3rd party plug ins.

    so for speed I am just posting the error as it is displayed in my project.

    Javascript error!

    uncaught TypeError:Object #<Object> has no method 'indexOf'

    localhost/common_prelude.js, line 461 (Colundefined)

    Steps to reproduce:

    1. run game that worked perfectly until r123

    2.

    3.

    Observed result:

    crash entire browser with error report shown above

    Expected result:

    run game

    Browsers affected:

    Chrome: yes

    Firefox: untested

    Internet Explorer: untested

    Operating system & service pack:

    windows XP service pack 3

    Construct 2 version:

    R123

  • Ah,sorry,you are correct and I double that keeping the selected image point selected would help a great deal when editing animations....

    +1

  • would "set angle to player+180 degrees not work?....

    With maybe a fade behaviour added,destroy after fade

    Or an animation that once ended destroy?

    Or bullet when distance travelled...

  • This is already implemented is it not?...right clicking over image point window will let you copy image points across all frames and/or all animations...and duplicating a frame duplicates image points and respective positions.

  • It's very "juicy"...launch speed feels a bit unfairly quick though...overall very good.

  • You need to use "on collision" , as this only triggers once...

  • The only ways I could think of at the moment,would be to hold the y position of the objects while the pass is happening...

    or maybe on collision have both objects spawn dummy objects,destroy the originals...the dummies could pass each other,then once passed have the dummy objects recreate the originals.

    or maybe have the sprites switch x positions on impact and cover the "switch" with an animated sprite showing the "fake pass".

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  • Well,solids are just that..."solid" and they cannot pass each other.

    you can disable the solid behavior when they collide,and once passed re enable....

  • I suppose the first question is do your enemies really need to be solid?....

  • Great work,reading back from the first post,Dungeon buster is evolving nicely.

    can't wait to sample Adventurer Mike's Fine Grain Revealing Salts!

    <img src="smileys/smiley36.gif" border="0" align="middle" />

  • 61-64 FPS here....

  • looks like a graphics card issue as the previous posters have said....anyone else thinking it does look kinda cool though??... <img src="smileys/smiley1.gif" border="0" align="middle" />

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Pixel perfick

Member since 18 Nov, 2012

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