Aphrodite's Forum Posts

  • Thanks, it's a bit clearer, but at the same time it seems a bit strange that objects are not collected using that kind of condition.

    There is the system condition "Pick by comparison" which is more or less the same exact thing but can pick objects, compare two values just compare two values, without any picking as it is not designed to be used that way.

    The picking system is one of the most important part of C2, however not every condition can pick objects.

  • shinichild actually it is for a better accuracy that it's like this (so the physic simulation is always the same), but I agree that it breaks up with vsync off or with different refresh rate (a 120Hz monitor will make the physics go twice as fast) and so does not make a lot of sense in a game, the quickfix (set stepping mode) by therealdannyyy is the way to go for you I think, keep in mind it might still be a slight different result depending on the refresh rate.

  • I think you are not particularly doing something wrong, I just think C2 does not register yet the overllap, after muliple attempts that is the conclusion I am coming to.

    I used another method, using the might of overllaping at offset, hope it works fine for your purpose: https://1drv.ms/u/s!AjkoCSebIn9JjCEO0d_UMx6pohZh

  • the system: compare two expressions does not pick objects, that may be your issue right here, as with the pin, it'll work.

    I tried a system: pick by comparison instead and it worked.

    however I am still unsure how that is supposed to work without picking so I may investigate further.

  • I think the idea is to save the date and time when the user is leaving and compare it when he comes back to alter the changes.

    Never used the plugin myself though.

  • I can confirm there is a problem, and actually I think I reported a similar thing happening when you could go back to a jumpthru platform when falling ( ), for now I'll just say to adapt the jump height too or create your own jump-thru system if that is doable.

    (I also tried to make the collision polygon 1 px wide but it still happened)

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  • weirdly enough it works fine here (opera mobile for android) so I have no idea what could be causing the issue on your hand. What browser(s) are you testing this on?

  • I have put up a video on how to select the path of the C2 executable, perhaps that can help (My C2 isn't on C either)

    https://youtu.be/AS_z31Kl0dc

    Even though AFAIK this setting won't affect how the plugin manager works, it can still install the files in your appdata folder.

  • The webstorage actually uses local storage and session storage, check the deprecated plugins.

    I agree this "local storage" name thingy became even more confusing than it was in the past.

    the current "local storage" plugin uses the indexedDB IIRC, seriously, can't they have chosen a more convenient naming convention?

  • I just tried it with a 20000x2000 window size, it launches but not at the good resolution (aka not 20000x2000), further testing might be needed to see if the game is playable in that state.

    That was actually a good question as I know some applications won't launch at a lower resolution.

  • the collision points of the animation ID FALL at the bottom weren't exactly at 26, I set them exactly and the stutter is gone, I still recommand to use a dummy rectangle object for the collisions and to pin the player animations on it to prevent those kind of issues, still searching for the stutter on the edge

    EDIT: I think it, once again, has to do with collisions, ID FALL is a little larger to the left, so when the player is not on the floor, it trigger the falling animation, but then the hitbox is larger, so it triggers back on the floor, and so on, again, this kind of issues could be avoided using a rectangular, invisible, fixed size object that has the behavior platform and pinning the player sprite animations on it.

  • Pehesse I don't know, and to be honest I like the game enough to not wanting to uninstall it and risking losing all my progress ^^, it's a great game IMO (even though the loading times are quite long but that is my setup I believe), it is not that big of a game so I can keep it to C for now ^^

  • I think the first part can be potentially achieve with the set canvas size action (which changes I think the window size property) combined with low quality fullscreen but I am not sure, will have to do some testing.

  • a data URI is a sort of URI that contains by itself all of the infos, without needing an internet connexion (It is like having your picture in a url format), but I'll test that real quick

    EDIT:Just tested it offline in a webbrowser, it works

  • I just tried the steam version but it would not launch unless I installed it to the C drive, perhaps you know something about that?

    I played a little of the web version and it seems pretty nice.

    EDIT: got this in the debug.log on the D drive

    [1119/094107:ERROR:registration_protocol_win.cc(53)] CreateFile: Le fichier spécifié est introuvable. (0x2)

    [1119/094150:ERROR:registration_protocol_win.cc(53)] CreateFile: Le fichier spécifié est introuvable. (0x2)