Reverate's Recent Forum Activity

  • I've now added a video example of the bug in the drive, to show what happens and it also shows the value of the rotate speed variables both at 0.

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  • Problem Description

    I have set construct 2 to reset the rotate speed and angle to 0 every time the actor collides with a platform, but this doesn't seem to happen every time. It's really hard to explain.

    Attach a Capx

    Capx over 2MB so cannot be attached.

    Link to my drive:

    https://drive.google.com/folderview?id= ... sp=sharing

    Description of Capx

    It's an arcade platformer

    Steps to Reproduce Bug

    • Open up arcade mode (it happens on all types, but seems easier to reproduce on arcade mode)
    • This bits tricky, as the bird collide with the platform, click quickly, whilst still trying to not die. If done correctly the bird will begin to spin round.

    Observed Result

    If you continue to play sometimes the bird will spin faster/slower, however it won't stop spinning despite the fact that it should reset to angle 0 and speed 0 each collision.

    Expected Result

    The bird should start spinning in the first place, but once it does, it should reset to 0 after colliding with a platform.

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    R190 64 bit

  • I realized the png size was different for each skin, so I copied them all into one file and saved them individually with the same size, then did apply to whole animation and it worked. Thanks for the help guys, much appreciated

  • Wow, I've never noticed that thanks!

    Is there an easy way to set the collision polygon the same for each frame? For the first one I did "guess polygon shape", and then tried "apply to whole animation" but that just guesses each one individually. Ideally the polygon shave would be identical for all of them.

  • Hi guys,

    I've been using the physics behavior to apply forces to objects, but I recently decided to add skins to my game and noticed something quite strange. I have given the actor a different animation frame for each skin, and a specific frame is selected depending on which skin is chosen. However, despite it being the same actor, the physics forces act differently depending on which skin is being used, almost as if each skin has a different mass. This seems quite odd to me because I am actually keeping the actor itself the same throughout and just changing the animation frame. Any help on what causes this and how to fix it would be amazing!

    Thanks!

  • TheDom I managed to get it all working properly using that guide, thanks so much!

  • I can't actually find the endless runner in the example files which came with construct, what's the capx called? As for trying and testing, unfortunately I don't actually have an iPhone 5 to test it on, the only thing I have available is an iPad. I'm doing all the compiling for android through Intel XDK. Here's a link to the capx if you fancy taking a look:

    https://www.mediafire.com/?rtfuzok3zol58yy

  • Thanks for that. One question, I've used a scrolling wallpaper In my game, and I've created the effect by having two wallpapers exactly the same, constantly moving to the left, and when the left most background moves off the screen its position gets set to its current one plus a constant. (The width of the background x2). If I set my game up to play on the iPhone 4 resolution, will they be able to see the scrolling background on either side of the screen on an iPhone 5? (Given that the black borders will be on the sides rather than the top and bottom)

    Let me know if you're not following because I feel like I haven't explained it particularly well.

  • So, I've compiled my app for cocoonJS and uploaded it to their cloud compiler. I then downloaded it to my mac and opened it using xCode. When I run it on my iPad, the app isn't the correct resolution. As a result, it gets shifted to the top of the screen, with a massive white section at the bottom. Is there a way to make it so that it remains centred and the rest of it is black instead of white?

    In the cocoonJS cloud compiler I have tried setting scaling to "None" and "Scale Aspect Fit".

    Thanks!!

  • Problem Description

    Opened up info.plist and set "Initial interface orientation" to "Landscape (right home button)". All orientation checkboxes are blank.

    Blank screen when trying to run the app on a physical device, but works fine in a simulator. Exported using Ejecta.

    Attach a Capx

    https://www.mediafire.com/?rtfuzok3zol58yy

    Description of Capx

    This app is a game.

    Steps to Reproduce Bug

      1) Export using Ejecta (un-minified) 2) Copy to mac 3) Paste into ejecta_master folder and rename app folder to "App" 4) Rename bundle identifier 5) Open "Info" tab (or open info.plist) 6) Click on "Initial Interface Orientation" 7) Select "Landscape (right home button)" 8) Select My iPad as emulation destination and run

    Observed Result

    Screen turns black, soundtrack begins to play.

    Expected Result

    Game should appear on screen

    Operating System and Service Pack

    Win 7 SP1

    Construct 2 Version ID

    r184 (64-bit)

  • Oh wow, I completely forgot to mention, it works completely fine when trying to run in portrait, but when I open the info.plist file and change the initial interface orientation to landscape (home button right) it refuses to work.

  • Hmm interesting. I'm trying to run it on an iPad 4th gen. Could the fact that it's an iPad be part of the issue? Thanks

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Reverate

Member since 14 Jan, 2014

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