PopperOfCorn's Recent Forum Activity

  • paulscottrobson The problem with that would be that if the user moved the cursor above the "good" area - in this case the bottom 1/3 of the screen - then the player object would just stay in that position, not following the cursor sideways-wise. If the user then moved the mouse to the other side of the screen, then back down into the good area, the player would "teleport" to the cursor's position. That could be a game-breaking issue, especially if the player object teleported through an object it's not supposed to touch, basically allowing the user to cheat at the game.

    A different way to do it would be to set the player's position to the cursor's position, but clamped to the bottom 1/3 of the screen. This would not make the player able to teleport. Details on the "clamp" expression are found here, under "values" near the bottom of the page: https://www.scirra.com/manual/126/system-expressions

  • What you might do is have a "master sprite" that is invisible, has the Rotate behaviour, and is at the position of the circle on your diagram. Then give the rotating platforms the Pin behaviour, and make them pin to the master sprite at the start of the layout (pin mode would be Position Only).

  • STARTECHSTUDIOS You don't understand what tunepunk was trying to say, go back and reread his first post.

    Lordshiva1948 You too.

  • "carphysics" is not an official plugin, you should contact the developer.

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  • so...

    I'm guessing what exactly the scenario is.

    You've got object "A" and object "B", and they each have a variable (let's call it "var").

    You're trying to destroy all instances of "A" and "B" that have variable "var" set to 1?

    If that's the case...

    Put "A" and "B" into a family.

    Remove the variable from both object types.

    Now select the family in the Project panel, under "Families".

    In the Object Properties panel, create a variable for that family.

    Rework your events to use the family instead of "A" and "B".

  • Another text bug.

    On the game trophies page, the achievement "Over 1 month play time" 's criteria is "Game has been played for over 24 hours total and has at least 10,000 unique players".

  • Just a text bug

    I'm on the Space blaster game page, and on the stats there's this:

    url: https://drive.google.com/file/d/0BwwbC7 ... sp=sharing

    and the "about" in that text sometimes conflicts with "about an hour ago" and "less than a minute ago", resulting in the text "happened about less than a minute ago", etc. Not sure if there are any more conflicts like that.

  • Thanks Somebody for explaining that like I never could

  • Ashley By seams do you mean lines of transparency between tiles?

  • zenox98

    I didn't until you brought it up, but yes, it's still there. Also, I found out that IE fills in the tiles with the background color.

    [attachment=0:2xc3rsir][/attachment:2xc3rsir]

  • I played this game on Kong once. When I saw the C2 logo in the loading screen, I got mildly excited. When I actually played it, I was blown away with the quality. Awesome Job!

  • Problem Description

    There is, I believe, a bug in rendering tilemaps. During runtime if you're in a layout that has a tilemap in it, with seamless mode "On", it renders just fine. But when you switch to another layout with (the same?) tilemap in it, with seamless mode "Off", it has this problem:

    [attachment=2:2id1h8ur][/attachment:2id1h8ur]

    [attachment=1:2id1h8ur][/attachment:2id1h8ur]

    Attach a Capx

    [attachment=0:2id1h8ur][/attachment:2id1h8ur]

    Description of Capx

    This .capx file has two layouts in it. The first one uses the event sheet, and has a tilemap object in it with seamless mode "On". The second layout has another instance of the same tilemap object, but with seamless mode "Off". The event sheet goes to Layout 2 5 seconds after Start of Layout.

    Steps to Reproduce Bug

    • Create a new project
    • Add a tilemap with one of Kenney's Platformer asset spritesheets, or similar map, and give it the appropriate tile properties.
    • Set the seamless mode to ON.
    • Create another layout, and put another instance of the tilemap in it.
    • Set seamless mode of the second tilemap to OFF.

    Observed Result

    There appears to be some glitch in the rendering optimisation of the tilemap in the second layout in Chrome and Firefox. In IE in the second layout I get a white screen.

    Expected Result

    The tilemap should render correctly even in the second layout, but it doesn't. Not that anyone would want to have two instances of a tilemap, each with different seamless settings. I became aware of this bug through accidental inconsistencies of my tilemap properties.

    Affected Browsers

    • Chrome: Yes
    • FireFox: Yes
    • Internet Explorer: Yes, but with a different outcome (white screen).

    Operating System and Service Pack

    I am using Windows 7 64-bit, Service pack 1.

    Construct 2 Version ID

    I am using r195 64-bit.

    [EDIT]: I have updated the .capx so that Pixel Rounding is on, fullscreen scaling is Letterbox Integer Scale, and sampling is point.

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PopperOfCorn

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