brushfe's Recent Forum Activity

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  • Well said! Thank you to the whole team and happy holidays!

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  • Try setting your local variable to "Static". This should preserve its value and stop the reset every tick. (Double-click on the variable and tick the Static box).

  • Hey, thanks very much for the help! That's a great idea. I wasn't sure if this was a bug or an error on my part, I'll file a report. Thanks again!

  • I'm not sure how to word this question simply, but in the Animation Editor, I'm trying to drag Subfolders of animations back to the main level (so that they're just 'folders'). Is there a trick to this?

    Have you tried filing a bug report? It's six questions - hardly "paperwork". I just filed one for you, with the example provided above, and it took less time than it did to write this post. There's already another issue already filed that might stem from the same problem.

    Bug reports are super important to getting things fixed. The system works. Thousands of C3 bugs have been spotted and solved by this system, and the C3 you're enjoying right now is working well because of it. It forces users to be clear about the bug, and to give clear evidence that it's not their bad code causing the problem, and helps the dev team solve it as fast as possible - so they can get on with important stuff like new features.

    Don't get me wrong, I want the platform behaviour fixed as well; all I develop are platform games. But the more we use the bug report system, the more likely it is to get fixed. It's not "free work for the devs by the consumer".

  • I don't know the reason behind it, but I've had the same "pixel drag" problems in photoshop and construct when dealing with non-integer coordinates and odd number sizes. It might our GPU drivers, rather than a software problem. Anyway, great to hear it worked out for you! Your game looks gorgeous!

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  • Does it help if you make the sprite dimensions an even number? (e.g. Adding some transparent space around the fish to make it 16x16 instead of 13x13)

    Edit: maybe also try placing the sprite at even-number coordinates

  • You could pick a random spritefont from the set, store its text in a variable, then check if any spritefont.text does not equal that variable.

  • Happy to help! I had the same problem years ago, and someone on this forum gave me the same advice. Gotta pay it forward! Good luck with the game!

  • I would try adding "For Each Enemy" to both of those conditions, to check if *each* enemy on screen has 0 health or has finished animating.

    (i think you're currently checking if *any* enemy is true, which screws up when two or more enemies are true at the same time)

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brushfe

Member since 21 Jul, 2013

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