Colludium's Recent Forum Activity

  • lucid I doubled the sizes of my sprites that spriter loads for my character inside the spriter editor. Is there a way to scale the project and bones so it fits the new sizes of the sprites? Or do I have to scale every bone and place the sprites correctly for each animation manually?

    Timely question! I have the opposite challenge - to reduce the size of the sprites and bones... fingers crossed for a simple solution!!

  • Bug-fix update.

  • Problem Description

    If you resize a sprite in the image editor, the values you can set the collision polygon points to is restricted by the old sprite image dimensions.

    Attach a Capx

    capx

    Description of Capx

    One sprite with a collision polygon.

    Steps to Reproduce Bug

    • Open sprite in image editor. Resize it to 40w x 50h
    • Edit the y value of one of the bottom collision polygon points. Increase y value using the buttons and attempt to set it to 49.
    • Observe the y value is restricted to 44 (the old sprite height).

    Observed Result

    As above.

    Expected Result

    I would like collision polygon points to be controllable within bounds of sprite image.

    Affected Browsers

      N/A

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r242 64 bit

  • Thanks, Tom - fingers crossed for the future of the arcade

  • Given that there's a huge amount of traffic (300 Gb per day) and there will be a subscription model for c3, I thought a financial return might be appropriate for uploads to the arcade.

  • Amazing work, rexrainbow!

  • MPPlantOfficial, I have a layout set aside for global layers so they are easy to find - change one layer name to something unique and check the global layer tick box in the layer properties. Whenever you change the name of another layer to that of your global layer template you'll see the properties are overridden and you can't add objects to it. When you run the layout, the layer will be reproduced as it was in the template you set up (it's not visible in the editor).

  • Try using Global Layers.

  • Try Construct 3

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  • See para Check how much memory you should use from developer.android.com.

  • > Does Apple now support the multiplayer webrtc? I have a similar project in stasis because webrtc wasn't supported and I didn't think I could demand everyone give up their iPhones....

    >

    Nope. Just use Photon.

    You could have atleast made a new thread.

    Ashley suggested using c2 multiplayer and I assumed (incorrectly) that was what you were enquiring about. No thread hijack intended.

  • Does Apple now support the multiplayer webrtc? I have a similar project in stasis because webrtc wasn't supported and I didn't think I could demand everyone give up their iPhones....

  • It should. You'd put the timing only in functions that either C2 calls:

    or any ACE functions. Helper functions only used by those other functions wouldn't need it. Also it wouldn't work if an action called another action inside the function.

    It sounds like it would be what your after since you want to know the total time used by a plugin. It is a bit tedious to do though.

    Awesome, r0j0, I think that's exactly what I need. Thank you

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Colludium

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