Ashley's Forum Posts

  • Yeah, this bug has been reported before - it seems dragging layouts in the project bar to change their order sometimes looks like it's changed the order, but it hasn't really actually done anything. I haven't ever been able to reproduce it myself, but I'll see what can be done about it...

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  • w00t! Nice setup

  • Looks beautiful. Hope you make it!

  • ...my last 2 games had debilitating crashes.

    Did you report these crashes? Otherwise they can't be fixed...

  • Can you post a .cap file (made from scratch) to the tracker with steps to reproduce the crash?

    You could theoretically have customisable controls with a custom platform movement. You could have different groups of events with different key input events, and enable/disable them. This would just mean changing between preset controls, though - not full customisability.

  • Are these buttons sprites or window controls? DirectX doesn't really like using window controls in fullscreen mode - you might want to roll your own with sprites instead (and it might fit the look of your game better too). Or are you using the application runtime?

  • The file "C:\calc.exe" doesn't exist for me. If I change it to just "calc.exe", it launches Calculator just fine (because without a path it also looks in the windows directory).

    Are you sure the file you're trying to execute exists? Is there really an update.exe in the C:\ directory? Besides, you really, really shouldn't dump files in the C:\ directory. Use the AppPath expression to keep everything inside the application's folder.

  • I think features like double jumping and moving platforms should definitely be implemented. They're so commonly asked about on the forum that the built in platform movement should be able to do it, instead of requiring people to modify the behavior, or come up with their own movement engine to do it.

    In an ideal world the platform behavior would be good enough that 90% of platform games can be based off the platform behavior instead of using a custom engine. The platform behavior has a way to go before that point though

  • By default, the runtime uses 'Linear' sampling, which gives a smooth effect for rotating and stretching sprites, and supports sub-pixel rendering. It isn't flattering for pixel graphics though. In application properties, set 'Sampling' to 'Point'. It should keep everything crisp

  • Google images result for 'Brilliant'. I think it was derived from a previous search for 'Brilliant avatar'.

  • 'Jump' will make the character jump even if in mid air. Use a little detector sprite beneath the player's feet to make sure they're on the ground before jumping.

  • Paste clone is broken. It's meant to make a copy of the sprite's images, so when you edit it, you don't affect any other types (as you would expect). I don't know why it's not making a copy - somehow it's just referencing the old images. But you're right to be surprised Hopefully it'll be fixed soon.

  • Yeah, the platform behavior will make sure the object never overlaps a solid, so the collision event will never run. To get around this, make a little 'detector' sprite and always set its position to just beneath the ball. You can use that to check if it collides with a solid.

  • You've gotten all your layouts and event sheets confused! You should give them appropriate names to make it clearer (not just layout X events).

    On the layout 'Level 3' - the one which isn't working - check its properties (click an empty space in the layout or select it in the project bar). The 'event sheet' property is set to 'Layout 6 events'. If you look at the event sheet 'Layout 6 events', all it contains is an event to set Text3's text. So the collision event isn't even tested for Level 3!

    'Layout 4 events' contains something like what you want, but it tests for a collision with Sprite7. The spikes in Level 3 are called Sprite3.

    You should keep your project organised to avoid problems like this. Firstly, give everything proper names (objects, layouts and event sheets). Secondly, copy and paste the same object between layouts so you dont have multiple objects which look the same but are different (eg Sprite3, Sprite7 - confusing huh?). Finally, I'd make sure every layout has its own event sheet, and use a separate event sheet for common events (like for showing how many lives you have left). Add the event sheet in application properties, and in each layout that needs those events, add an Include in the layout's event sheets. That way, you shouldn't get confused with which layout is using which events.

  • This is fixed in the next build. Many thanks for the bug report - it turned out to be a very subtle rounding error that caused out of bounds memory access. This meant false positives on collision tests, and also possibly even crashing. I was suspicious something was wrong in collision testing (I'd had problems before), and this bug report helped me track it down. Thanks