Momio's Recent Forum Activity

  • Cool, any chance we can make custom translations ourselves?

    (If it helps move this up on the priority list think that languages is an advantage Stencyl has over you guys )

  • I noticed that option on settings, although there is only english available at the moment. I may get a job teaching kids videogame design soon, and not being on a english speaking country, language is a drawback for Construct on that front, so I really like this.

    When can we expect more languages? Does it change everything or just help text and stuff like that?

  • Personally I think the "X" to close should be simply be removed, and leave right clicking (long press?) the only way to close or undock the bars.

    I like having the Xs myself, but it's kind of annoying how hard to see they are with that gray color over a dark blue bar.

    The save button only shows options for cloud saving. I imagine a new user might find it difficult to realize local saving is an option at all, as it is once again buried under submenus. It would be great if the interface for cloud/localstorage/download save were unified.

    I agree.

  • So far, I tried a Construct 2 project and despite exceding the (annoyingly short) event limit it worked. But then I stumbled into this, so it is unplayable right now. I hope they address it soon, i guess something like that should be trivial to fix, but it breaks backwards compatibility for me and I need it for a big project Im doing for the scirra store, so obviously I really want it to work on Construct 3!

  • Another suggestion: Why not implement all the Touch plugin coordinate translation functions ( X("layer"), Y("layer"), XAt(layer index) and YAt(layer index) ) to every plugin wich uses coordinates? It's pretty handy, and specially so SIMPLE!

    Right now, Im using an action on a Construct 2 project that obtains the equivalent coordinates of a sprite on another layer (with different parallax, scaling and all that, so I need to translate coordinates) and it goes like this:

    CanvasToLayerX("Layer1",LayerToCanvasX("Layer2", sprite.x, sprite.y) ,LayerToCanvasY("Layer2", sprite.x, sprite.y))

    (Same thing for Y)

    While it could be so much more elegant and ABSURDLY EASIER with:

    sprite.X("Layer1")

    I bet anybody who ever had the need to set up something like that did struggle with it at least a little (I sure did!)

  • > As a suggestion, for an user friendly engine as construct, it would be nice a new type of string variable on wich we can store predefined strings, kind of a 'multi-choice' text variable.

    >

    > This way, when checking or setting this variable we could choose from this predefined value from a drop-down menu, improving readability and ease of use.

    >

    > This would be very useful when checking events based on stuff like difficulty level ('if difficulty is hard') or any other multi choice option, or when a character has a 'state' variable ('if state is taking cover').

    >

    Isn't that what arrays are for?

    Kinda overkill and not really what I was talking about, with arrays you have to mess around with indexes and all that stuff, and fill them via event sheet actions, and you can't have an instance array for objects (well, you could use a single array for a type of object and tinker around with dimensions, assigning UIDs, besides my point of simplicity anyways) what Im talking about is...well, a picture is worth a thousand words, right?

    Pretty much that, but custom made. Simply put, a variable with custom fixed values accesible via dropdown menu.

    Think about a complex character on wich you need to check a lot of special cases, so you make a 'state' string instance variable for him and events for every value to see if he is "crouching", "jumping", "blocking", "atacking", etc.

    If for some reason you want to change the wording of some of those states ("crouching" for "ducking" for example) or correct a typo, you would need to change every event wich checks the prior wording in order to match the current one, and in every case remember whatever you called a specific state.

    Now, with what Im talking about, you could define this fixed values in-editor when creating the variable and simply pick them out of a dropdown later, or change the 'name' of this predefined values anytime with the events automatically updating it. It's pretty much a regular string under the hood but with the editor working with you to make things a little bit easier (less typing and not having to remember specific values).

    It doesn't even need to be a new type of variable now that I think of it, it could be just some "Add predefined values" option to numerical and string current variables, while they still could function normally and take non-predefined values too.

    I hope this explains it better.

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  • As a suggestion, for an user friendly engine as construct, it would be nice a new type of string variable on wich we can store predefined strings, kind of a 'multi-choice' text variable.

    This way, when checking or setting this variable we could choose from this predefined value from a drop-down menu, improving readability and ease of use.

    This would be very useful when checking events based on stuff like difficulty level ('if difficulty is hard') or any other multi choice option, or when a character has a 'state' variable ('if state is taking cover').

  • From the vid I'm pretty sure it's a gpu issue.

    Yeah, it could very well be (That's why I titled the thread with a question mark )...did you try the capx? It would help to know if this happens on other computers.

    For example, I do a lot of medium/advanced image editing on this computer (Photoshop, Illustrator, etc) and never had issues like this as far as I can tell...

    My graphic card is an old-ass ATI Radeon HD 4300/4500 Series, if it helps.

  • Problem Description

    Sprites put (or created) into layout after certain conditions appear wildly out of its bounding box (Only in the editor, projects still run fine).

    Attach a Capx

    https://www.dropbox.com/s/kjjkfgm86ggs30z/visualglitch.capx?dl=0

    Description of Capx

    The sprite object (the pink squiggles) appears out of bounds. It may be not apparent at first until you try to move it. This "offset" distance is not even consistent if you scroll the layout, as seen on the attached video.

    Since this is about an layout editor bug, running the project is irrelevant.

    Steps to Reproduce Bug

    I can't seem to consistently reproduce this bug, sadly. But it goes somewhat like this:

    • Create a tiled background with "glass" effect. If there is a couple of them in the layout it helps triggering the bug.
    • Create a 9patch object with Edges property set to Tile. Not sure if size, margins, etc affect the result (Mine is a 96x15 graphic, with 32 left and right margins, 15 at top and 0 at bottom). There is a bunch of them but apparently one is enough.
    • Create a sprite or a new instance of a created one (Not very consistent, sorry I cant pinpoint this more accurately).

    Observed Result

    https://youtu.be/zJ47WDGNCMs

    Here we can see how to avoid this. Without preview effects there is no issues, for example.

    I forgot to include it in the video, but sending the affected sprite to the bottom of the layer or to another layer makes it display properly too.

    Expected Result

    Well, its kinda obvious!

    Affected Browsers

    Irrelevant, it seems to run just fine outside the editor.

    Operating System and Service Pack

    Windows 7 service pack 1

    Construct 2 Version ID

    R243 64 bits (I tried the latest stable release and the problem persists)

    My graphic card drivers are up to date and as far as I know I have no graphic glitches on any other program or game or whatever.

  • Try to think about it without programming in mind from a logical standpoint...even if the character is solid, why would it interact with a non solid terrain? (Think that you could need a non solid tilemap for a decorative background, for example. You would not want your character interacting with supossedly distant stuff like background clouds or mountains)

  • Thanks again!

  • I still dont like unnecesary events, but I'll go for legibility then... thanks, everyone!

Momio's avatar

Momio

Member since 20 May, 2014

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