Colludium's Recent Forum Activity

  • v2.09 submitted to the store for approval. Bugfix: prismatic motors were broken by v2.08. Now rectified. Also, the scaling has been corrected for prismatic motors - the settings are now in true pixels/sec.

  • neutrinox

    Thanks for buying and thanks for the bug report! All now fixed.

    Update:

    v2.08 submitted to the store for approval.

    Bugfix: Joint motor enable calls were incorrectly formatted.

  • v1.06 submitted to the store for approval.

    Bugfix - If Flashlight was set to cast shadows from Flashlight-Shadow behavior objects the it threw an error if the behavior was not in the project. Fixed.

  • Update submitted to the store for approval.

    v1.05

    Bugfix

    Rendering issues with tilemap objects have been fixed (the Flashlight image was not updating properly because of inconsistent returns of the glwrap.lastTexture0 variable).

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  • v2.07 submitted for approval.

    Bugfix:

    Applying an impulse to an object with prevent-rotation enabled caused glitches. This has now been rectified.

  • v1.04 submitted to the store for approval.

    Added:

    Editor property: Texture scale. To set the render scale of the webGL texture, compared to the image texture dimensions. Scales up to 2048x max.

    Conditions:

    - Object type is ignored.

    - Object inst is ignored.

    - Object type is in shadow list.

    - Object inst casts a shadow.

    Actions:

    -Texture scale. You can scale up the render texture to improve the quality of the shadows, or you can scale it down to conserve image memory.

    Expressions:

    - Number of shadow objects.

    - Shadow object UID at index.

    - Number in ignore list.

    - Ignore object UID at index.

    - Texture scale value.

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  • v1.03 submitted to the store for approval.

    Bugfix - If a flashlight object was casting shadows only from an object that was not on screen then it caused a glwrap.js failure message. The conflict has been removed.

  • Colludium how can i contact you privately? they removed private messages here on the forum

    Come join the Discordapp forum and you can message me there: link.

    Edited to correct the broken link.

  • v2.4 submitted to the store for approval.

    Bugfix: running down shallow slopes caused the player to repeatedly register 'is-falling' instead of moving smoothly. The player now correctly runs down slopes.

    Bugfix: if the player was moving over a sloping jump-through Solid2 object then it would filter it out and fall through it. The player can now move over sloping Solid2 objects with jump-through set.

    aerian,

    Thanks for your question! Whilst testing to see what the answer was I found another bug to fix... I don't know exactly what setup you have, but I think the answer to your question is - yes - Platform2 doesn't get confused about which jump-through object it is standing on and which ones it should fall through.

  • Thanks for the message, I'm working this - it's a little tricky but I should have a fix soon.

  • Sorry, shinkan, I don't expect so. I can't justify the c3 recurring rental fee that I would need to pay to support my one-time-payment plugins.

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Colludium

Member since 26 Aug, 2013

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