ggibson1's Recent Forum Activity

  • When I use System time scale, doesn't work either. I never thought of disabling the physics. Thanks!

    If you look at the capx that I attached to this bug report you will see by pressing Ctrl that the system time scale gets set to zero and the physics stop.

  • Setting system time scale to zero definitely works... that freezes everything in the game... it is how Scirra examples show how to implement "pause" in a game.

  • Scenario: You create many events with sprites that have the physics behavior... months later you see a need to move the physics behavior into a family and all the sprites into that family... but you now need the events using the physics behaviors to instead be using the physics behavior on the family...

    Feature: A behavior search and replace that is sort of like the object search and replace. It would replace any object level behavior references in events with an equivalent behavior from a family the object is a member of.

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  • Use the system event "set time scale" that pauses physics objects in motion, but it pauses ALL objects at the same time.

    You can also use the physics event "disable" to turn physics behavior off and the object will stop dead in its tracks.

  • Problem Description

    When the system event "Set object time scale" is set to zero for an object with the physics behavior (ALSO the Sine Behavior is not affected) the object still falls because the physics behavior is not affected.

    ** Note to devs: I thought we figured out how to fix it below, but then I found that if the solution (change to Framerate Independent mode) is applied to a sprite that isn't the first then the fix has no effect!!! So there might still be a bug here...

    Attach a Capx

    Done

    Description of Capx

    Press Right arrow to cause the physics object to fall off edge. Press space to see that the fall continues despite object time scale set to zero. Refresh and press Right to fall off edge again and press Ctrl to see the object stop falling when the entire system time scale is set to zero.

    Steps to Reproduce Bug

    • Use the physics behavior on an object.
    • Put the object in a state of physics movement (falling)
    • Set object time scale to zero.

    Observed Result

    Physics behavior continues to operate.

    Expected Result

    Object to pause

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (don't know)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    Release 168

  • I just tested the game I am working on and the CPU usage actually went down somehow... maybe because of some other optimization not related to tile maps?

    Oh and the seams are gone which solved the last technical issue I was working on before starting the process of building out all the levels in the game. This update came just in time.

  • In another thread Ashley said this [quote:3tivji0x]"Construct 2 can arbitrarily scale and rotate objects"

    It was on this thread ( )

    Does this include Tilemaps?

    Thanks for any feedback.

  • [quote:31voeec5]I know there's a guy making a class or something, and charging people money for it. I don't agree with trying to make money from a community so I'll do my best to share anything I learn that might be helpful to people trying to make income developing apps.

    Yes, thanks for the sharing. I don't really appreciate the comment about me "Trying to make money off the community", but you are entitled your opinion. I put countless hours into creating my courses that go into detail with a problem people were having getting ads working with CocoonJS from start to finish.

    I answer questions daily through the forums, PM, Skype and facebook about getting things working without taking a dime from people. I would think my rep and history on these forums prove that.

    I paid for your tutorial and am glad I did. I do not want to stumble through the process... I prefer to get the information straight from someone who has already done it and paying a little money for it was no problem.

  • If there is no technical reason for excluding the ability to change the angle of a Tilemap like you can on Tiled Backgrounds then please add it. I was going through the process of reducing my various type of "surfaces" down to just Tilemaps then realized it cannot have its angle changed like Tiled Backgrounds can which brought the effort to a halt.

    *Basically what I am trying to do is have one Tilemap covering the entire Layout acting as the main "surface area" and was going to replace all my Tiled Backgrounds that act as my moving platforms with Tilemap objects using the same tile sheet as the main Layout wide Tilemap. This works in all cases except where the Tiled Background platforms were tilted at various angles.

    Also if it is not technically possible that would be nice to know so that I won't bother holding off anything hoping that it gets added.

  • As a side note... having two different IPs at the same time is trivial. I can login via my works VPN and my home network at the same time with two very different IPs.

  • Does using the mirror function cause C2 to generate two versions of the same image that both eat up memory?

    Also is it possible to set IsMirrored at design time so when I am creating my layouts I can see things as they will be at run time... for example a tree that should be leaning left sometimes and in other places leans right, but at design time they are always leaning left because that is the way they are drawn and are not mirrored yet.

  • I figured it was specific to the browser. I tried fixing it in the effect code, but had no luck. Just to be clear this works in IE11 on regular Windows. I have only found it to occur on Windows RT.

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ggibson1

Member since 7 Dec, 2013

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