vagaev's Recent Forum Activity

  • Hello,

    I am free for a couple of days for doing programming/scripting in C2 for your games and ideas.

    I've had some cool experience with people from the forum in various areas.

    I have co worked for this game http://steamcommunity.com/sharedfiles/f ... =263838232

    I do music and sound design too: https://soundcloud.com/vlad-impakt

    If interested send me your propositions to agaev.vladimir(at)gmail.com or contact me via mp.

    Cheers

  • Sorry it does not work <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    I've choosen 770 value for Y because 770+256=1026 and it's a multiple of 9.

    Some strange stuff though.

    first

    The Y seems to be detected sometimes sometimes nope. The tiles don't spawn seamlessly.

    second

    And because 770 has 2 pixels offset with 768 which corresponds to the grid snapping I've put the spawn image point y+2 to compensate the 2 pixels difference. Well when I do this it does not spawn at all. Wtf?

    Here is the updated capx with the bug by the way https://db.tt/wPB88NMW

  • -_- true.. I will test this out with the new values and will return to say if the problem is fixed or not.

  • Because the collision is imperfect. I've already tried this. Only the exact Y is perfect. It must be pixel precise.

  • Use greater or equal on the condition

    PS.: Your object's speed depends on the fps, therefore, on the performance, use delta time to make it independent. (Look for 'Delta-time and framerate independence' at the manual)

    Sorry it does not work.

    With dt it does not detects at all.

    Using a sprite for collision noes not work because it's not pixel precise.

    The greater or equal condition creates an infinity of tiles, if you put trigger once while true it does not work at all.

    I don't really care of the speed. I want the tiles to spawn when the blue tile touches its y position at 774 with a speed of 9 pixels per tick It must be pixel precise or there will be gaps.

    For me it's a bug

  • I've reported this in bugs also

    Please help if you can.

    Capx.

    https://db.tt/K5m2C91E

  • Problem Description

    Does not properly detects an object's Y.

    Attach a Capx

    https://db.tt/K5m2C91E

    Description of Capx

    It's a scrolling game. There are 4 colors tiles randomly generated from 4 instances of a spawner.

    I needed a trigger for the spawners to generate the tiles. So i choosed: when the blue tile's Y=768 then generate 4 tiles on the spawner's position.

    I used 192/256 grid snapping.

    There is a variable controlling the speed of the tiles. The default is 8 pixels per tick so it works because 8 is a multiple of 768. The tile jumps per 8 pixels every tick.

    But the problem comes when I set speed to 9 and Y trigger to 774 (because 9 is a multiple of 774)

    It does not spawn the tiles. I think Construct 2 is not detecting collision between the blue tile and the 774 Y.

    NB: Check here for the different multiples http://www.calculatorsoup.com/calculato ... tiples.php

    Steps to Reproduce Bug

      Open the CapX Run to see how it works Now change the global variable "Speed" to 9 And change the Y detection to 774

    Observed Result

    Tiles don't spawn.

    Expected Result

    Tiles should spawn. This is the big problem, for seemless spawning i will just offset their spawn with imagepoints.

    Affected Browsers

      All of them

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    r 171

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  • disable webgl

  • I have come with a temp solution.

    ->on jump; disable solid of the slope for 0.3 seconds. Then enable it.

  • Blacksmith Thank you very much

    I need the communities help.

    Can you please help me. Please pass a vote for my game

    http://steamcommunity.com/sharedfiles/filedetails/?id=263838232

    Bump

  • Ashley

    Thank you Ashley. However I wanted to see the grid and not the contours of obstacles.

    I want to see the grid that is made through the entire layout for moving purposes because even tho i deactivate diagonal movement the movement is not totally straight (when moving the object makes little shortcuts).

    I Don't want this. I want it to move like this: completely straight: http://qiao.github.io/PathFinding.js/visual/

    There is a grid, i Would like to see the grid because if it's not completely square i understand why the object makes shortcuts even if i put no diagonals.

  • Haven't found this option.

    I'd like to see the grid on which the parhfinding behavior is based on

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vagaev

Member since 7 Feb, 2014

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