Xionor's Recent Forum Activity

  • Hi,

    Since a dynamically updating text object slows down WebGL on CocoonJS, I started looking into the Sprite Font plugin.

    What I immediately notice in the Manual entry is that all characters must essentially be the same size(in order to fit completely into the sprite image).

    Does that mean that you can't have different character sizes?

  • Exactly sqiddster. Which is why I asked about the antivirus.

    The Antivirus is only thing that should have the power to delete or remove files on the go.

  • Are you two sure your Antivirus programs don't just delete some C2 files or block the preview app upon launching Node-Webkit?

    Try to disable them and run C2 as Admin?

    I'm still pumping the Preview button and still runs perfectly every single time.

  • Normal CocoonJS export and every other platform/preview combination work as intended.

    However ONLY when using Preview over Wifi to preview directly into CocoonJS, some collision boxes are skewed or displaced.

    For example collision starts 20 pixels BELOW the bounding box of some objects.

    This is very hard to reproduce and I can't make any simple CAPX where you reliably see the issue every time.

    I can reliably reproduce it in a game I'm making, but I'd rather not put out a CAPX of that - I can send you link on a private message if you want to look into it.

    Construct 2 version:

    R139, CocoonJS 1.4

  • I tried to run a game about 20 times in a row through node-webkit in preview and it launches fine for me.

    I'm using C2 in Admin mode tho, maybe that helps somehow?

  • Wrap renders an object which exited the layout, on its opposite side. And that is exactly what is happening in your game. You reach, for example, the right-most of your layer and then your ship gets "teleported" to the left again.

    Also "Scroll To" doesn't bug out, it's also working as intended. There's simply nothing for it to show you, on the right or left-most edge, because that's where your layout ends and there's nothing beyond that.

    Remember that when you cross the edge, Wrap puts you on the opposite side of the layout again. That's why the enemies don't appear before crossing the treshhold - because they're not there.

    So everything is working as intended.,

    It does not wrap an entire layout on itself into an infinite loop, like you're trying to do.

    Also i remember reading Wrap shouldn't be used on Physics objects. It bugs out because of the way the Physics engine itself works.

  • keepee

    Wow 0.o That's genius!!

    I'd never have thought of that solution and didn't even consider you could make dents like that in collision boxes. This should be put in a tutorial or something! : o

    Thank you a ton!

  • keepee

    Issue is i need the object to collide at the Bounding Box, by game design. So a Custom collision polygon doesn't work for me.

    I'll try the thing with a tiny invisible superheavy sprite attached to the bottom of the object, see if that helps : )

  • Hi,

    My collision box is set to Bounding Box(it's what I need it to be).

    That means the center of mass is in the center.

    How do I change the center of mass to the bottom of the object?

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/s/2e50axs10iflc0c/PreventRotations.capx?token_hash=AAGjpq9kGp7szmhPN0RpPv6bfgy-Gp3bz3-fRvc907y6Hg&dl=1

    Steps to reproduce:

    1. Give an object Physics behavior.

    2. Click Object and put Prevent Rotations to "No".

    3. Create a condition, for example, "On start of Layout"

    4. Create Action : Turn ON "Prevent Rotations" via: Object> Physics> Prevent Rotations

    Steps to reproduce 2(Alternative method):

    1. Give an object Physics behavior.

    2. Click Object and put Prevent Rotations to "Yes".

    3. Create a condition, for example, "On start of Layout"

    4. Create Action : Turn OFF "Prevent Rotations" via: Object> Physics> Prevent Rotations

    Steps to reproduce 3(Alternative method):

    1. Give an object Physics behavior.

    2. Click Object and put Prevent Rotations to "No".

    3. Create a condition "On Toched Object"

    4. Create Action : Turn ON "Prevent Rotations" via: Object> Physics> Prevent Rotations

    Observed result:

    CocoonJS locks up/crashes when trying to switch rotation states.

    Accelarated CocoonJS Physics - Game locks up with massive screen flicker or just locks up.

    Web-based CocoonJS Physics - Black screen.

    Error console gives a lengthy error message, including most notably:

    "Object[object Object] has no method 'SetFixedRotation'

    at Acts.SetPreventRotate(Physics_Behavior.js:14124:13)"

    Expected result:

    The game runs.

    Browsers affected:

    CocoonJS 1.4

    Operating system & service pack:

    CocoonJS 1.4 and Android 4.1.2

    Construct 2 version:

    R139

    Will report this to Ludei as well.

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  • I guess you could always compare position (Y coordinate) with ground instead of checking "on collision with ground".

    The center of the Y coordinate is in the Origin Point of the object, which is in the middle. Since both object and ground are solid objects, they never cross.

    In addition, the ground has different heights.

  • The "Black Box" solution worked, but it's not really straightforward. Still looking for suggestions : )

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Xionor

Member since 16 May, 2013

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