alastair's Forum Posts

  • https://www.scirra.com/nwjs

    v0.12.0 alpha 3 (Chromium 41) 13th February 2015

    If anyone tests this version, I'd be curious to know what its like.

  • Magistross Thanks! I don't understand what the "RegexMatchCount" expression does though, and why you're putting ""[^\s]+|[\s]+", "g"" at the end.

  • Sorry I probably still don't understand your issue. I tried doing something like a scene from that image in a .capx, it looks fine for me, does this look weird to you?

    https://copy.com/O2my1v7yUKqOK6yK/tiles.capx?download=1

  • What is it suppose to look like?

  • Thanks Tokinsom, I like the way you worded the issue.

    Yeah you're right, you could view these topics as either bugs or feature requests (or both at the same time!). Personally, I view it as a bug because the software isn't behaving as it should be.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • That defeats the point of using the "parallax in editor" setting. The point being is that it is suppose to allow you to work on a layout with parallax layers more accurately and efficiently. With the setting turned off, everything is guess work. You can't know where an object is going to be, in game, so you have to constantly test the game to see if things are lining up, or turn on/off the setting all the time for each layer.

    Ultimately this results in a lot of tedious nonsense, and makes working on a game with parallax backgrounds a nightmare.

  • I started working on a game that uses a large layout, but am stalled by a parallax issue. So it could be worth waiting for it to be fixed if parallax is feature you're going to be using a lot.

  • Ya, you need to remove it from the babies, because the family needs to give it to them. The babies are blocking you from adding it to the family, because they have the same name.

  • Give the family a variable, call it "type". Give instances different values such as "bomb" "prize".

    Event: On Touch

    subevent: Variable type = bomb

    subevent: Variable type = prize

  • Problem

    When trying to create elaborate levels in the C2 editor, you need to use "Parallax in editor" so that when you place sprites it will be an accurate representation of what you see when you play the game. If the layout has been scrolled at all, when placing an instance of a sprite on to a layer with parrallax, the sprite will disappear offscreen. The sprite is not placed where the mouse is, it is not taking into account the parallax. This problem is making it extremely difficult to make any game with parallax layers.

    Example Capx

    https://copy.com/X8BvMr9fKCPllIWt?download=1

    Description of Capx

    A layout that is wide with the "Parallax in editor" property set to "Yes". There is a single circular sprite available.

    Steps to Reproduce Bug

    • Scroll the horizontal bar at the bottom of the C2 layout roughly 50% of the way
    • Try placing the Sprite into the center of your screen
    • Notice that the Sprite is not visible, it was not placed where your mouse was
    • Keep scrolling the horizontal bar to the right in search of the sprite
    • Once you've found the sprite, try dragging it to the center of the layout to where you originally tried placing it

    Observed Result

    The sprite that was placed on the layout, went off screen in the distance

    Expected Result

    I expected the sprite to take into account the parallax of the layer, and position the sprite exactly where my mouse was.

    Or as Tokinsom puts it:

    The object is appearing at your mouse + the parallax offset. Subtract parallax offset when placing instances with parallax preview enabled.

    Construct 2 Version ID

    r196

  • This is great thanks. Would also appreciate transparency if it's not too much trouble, at some point.

  • You do not have permission to view this post

  • You should use dt as a means of scaling movement/velocity/vectors/etc. So for example, let's say you have some Sprite1 with CustomMovement, and you want it to move approximately 100 pixels every second. Under an event:

    Every Tick (aka every game cycle): Move Sprite1 by dt*100.

    This way even if dt fluctuates because of slowdown or because of computers with different refresh rates, you are guaranteed a constant rate of movement.

    so in what situations would the "dt*100" provide inconsistencies across different framerates? I use it a lot for adding/subtracting from a variable, for things like cooldowns, is that ok?

  • Looking forward to this feature! I loved the filters in CC, easy way to add color variety to existing sprites.

  • Ashley said somewhere that it's best to have single static frame sprites for BG, as having 1 sprite with heaps of frames increases CPU usage for some reason.