Burvey's Recent Forum Activity

  • Nice! I've been waiting to get my hands on this. Here are some observations right off the back. First, it looks much better now then before. The grid is much better this way as are the guide points. I like how the zoom works and for me the not being centered thing isn't a big deal (at least not yet). Here are some issues that I've come across so far. I'm sure you're aware of some of them already.

    • I'm still getting the distorted hue issue in the purple range.
    • When I try to change the z order one at a time, I have to press the t or b button twice the first time before the objects will start moving.
    • Importing your interceptorx.sgen file causes a bunch of catastrophic issues. The buttons don't work as expected anymore. For example, pressing S will attempt to download a file rather then moving the objects. Basically I think that for some reason the program thinks that the control key is pressed when it's not.
    • Using the control keys is a bit awkward after not using them for so long. Maybe it's something that I just need to get used to. I understand that you're trying to make it more universal so new users will know the keys right away. It just makes things slightly harder to do then before. For example to copy and mirror an object before was very quick as I could just press c, m and I was done. Now I have to press control c, control v, and m. Like I said, not a huge issue and I'm sure it's something I'll get used to.
    • This may not be an issue at all once your pallet option is introduced, but it might be a good idea to make your color swatches smaller and add them into the same area with the menu. That would make the workspace a bit bigger.
    • Also, since there are buttons next to the text parts in the menu, I was expecting a mouse click on them to activate, but they don't seem to. I have to do the keyboard shortcut even though it seems like if I were to click on it the operation should be completed.

    Overall great update. I'll be playing around with it and let you know if anything else pops up.

  • Save your tmx file in tiled, then drag and drop the file into your construct 2 layout.

  • I can't make a capx for you right now but maybe something like

    On touch end

    if item is overlapping target

    > Create item (at location where you want it)

  • Right click on the family name and click edit.

  • This may not be your issue but it's worth checking. From the manual:

    "Seamless mode

    Use a rendering mode that prevents seams appearing between tiles, but also disables some tilemap optimisations which could reduce performance. Turning Seamless mode off can improve performance, but may show seams if the following project properties are not as follows: Letterbox integer scale fullscreen mode, Point sampling, and Pixel rounding on."

  • You can check their Y coordinates are equal and use that condition along with on collision. Same with X if you want them to stack.

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  • eliasfrost nice, I like that style!

  • Yes, the sprites just need to be anywhere in the project, they don't have to be on a specific layout. Just make a layout and don't reference it anywhere in your project and you'll be good to go.

  • Just make an asset dump layout with your sprites in it and don't reference it in your event sheets. That way you don't need anything outside of the layout.

  • I don't get this thread. You should either change the title or delete it.

  • Savvy001 That's cool, I wouldn't have thought of making a hover craft.

    Yes, he stated that the artificts issue should be going away in the next build.

    Good idea on the suggestion, by the way.

  • Awesome, I can't wait to try out the new version!

Burvey's avatar

Burvey

Member since 5 Oct, 2013

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