Colludium's Recent Forum Activity

  • Sprite.ImageWidth

    Sprite.ImageHeight

    These are the texture size and are not the same as:

    Sprite.Width

    Sprite.Height

  • Thanks Ashley, will do.

  • Mmmm. It's broken for me again. There's nothing like an intermittent bug to fix.

    Version 64.0.3256.0 (Official Build) canary (64-bit)

    Construct 2 r248 64 bit built at 14:15:45 Oct 31 2017.

    zenox98 - can you un-close this please?

  • It works for me too with the newer update. The update should have been renumbered to avoid such confusion.

  • Does the same for me in Chrome Canary...!

  • the Mnk,

    Looks like it's not been fixed for this update. Here's how to fix the problem:

    Open the Sine Behavior runtime.js and make the following changes:

    Comment out line 131:

    //this.mag = cr.to_radians(this.mag);[/code:22on3kg9]
    
    Then insert this text at line 71:
    
    [code:22on3kg9]if (this.movement === 5){
    			this.mag = cr.to_radians(this.mag);
    		}[/code:22on3kg9]
    
    If you make these changes then beware that you're modifying an official plugin (so downloading an update will wipe away these fixes until scirra fix the problem themselves).
  • Use Phonegap cloud build. No drama, no need to install anything, you will only have to create some icons and edit the config.xml file. If you have a Mac then you can get it to create the .IPA for you to upload as well.Tutorial

  • Sigh. And hurrah! I've managed to get PreSolve functions to work without causing a massive performance hit. This means some extra events will soon be available in the main plugin, so you'll be able to carry out your own collision filtering at runtime (in addition to mask bits and collision index). It also means that I'll have to do a slight re-write of the Platform helper behavior that was approx 85% complete. Instead of raycasting all over the place and taking control of the Collision Index filter, it would be more efficient to use the PreSolve function.

    My real work has been getting in the way of my work on this plugin lately, so progress has been slow - I expect to have it ready in a few weeks. Sorry for the delay, but I have changed my mind about releasing it early in case any more potentially breaking-changes are made between now and its release.

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  • Thanks, milkstudio

    Just to let everyone know that the platformer assist plugin is coming along and should be ready at the end of the month, along with a wall/floor assist plugin (equivalent to the solid / jump-through plugins) to compliment each other.

    I'm going to over-ride the ability for the programmer to set the collision shape for the 'player' object because it's very easy to create shapes that will catch on floor corners. The one-way doors and floors will over-ride the collision index settings as well. More to come next week.

  • Are you using physics? If you are then box2d has an 8 vertex limit, so the plugin divides up any objects with more than 8 vertices into different fixtures. An object could have many fixtures all sitting next to each other to make the overall shape you want. If you use more than one object then it's likely that you'll use more fixtures than if you had used one object instead (depends how the object's are divided up).

    I'm making a physics plugin that will be able to help you with this. Check it out in the work in progress forum (Box2D+).

  • I think it's been a problem for a while. https://github.com/nwjs/nw.js/issues/1712

  • I guess things have changed in 2 1/2 years.

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Colludium

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