brushfe's Forum Posts

  • Not sure if anyone is old enough to remember the old SSi Goldbox Games? I keep wishing an updated more modern version in the same style would come out one day and was fed up and have started working on my own.

    This is such a great idea and already a fantastic improvement! Count me in for the final!

  • The layout breaks on mobile (galaxy 23 captured below)

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  • Thanks for checking!

    I've tested other browsers as well; the walk cycle animation glitch seems to only happen in Firefox.

    The camera shudder seems to be based on code, so that's sorted out anyway!

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  • I was going to teach someone a few things from this template in the Example Browser (where you lead the chickens past the foxes).

    But when I run it, there's a lot of animation and camera stutter. The character has a constant flicker when he moves, as if he's animating at 60fps, and the camera gets knocked around in a jarring way when calling the chickens over.

    Is this a result of my browser/machine? Or a common issue with the template?

  • The value is what you're checking is between 1 and 3.

    In this case, it's the variable of the text object, which is TagText.TAGorder_Text

  • You could reduce the number of events here; fewer lines of code would be more efficient to work with (maybe not the efficiency you're after though!)

    Touch: On tap gesture on TagText

    ---> TagText: TAGOrder_Text is between 1 and 3

    ------> System: Pick all TagText ... TagText Set font colour to rgbEx(0,0,0)

    ------> ... TagText Set font colour to rgbEx(0,0,0)

  • This couldn't be a smaller request (maybe that makes it easy to do?), but here goes.

    In dark mode browsers, the C3 favicon has bright pixels in the corners. Maybe a remnant of an old border?

    It's the smallest bit of polish, but it all adds up!

  • Ah true. It was a link in the manual that led me there, so it felt like part of it.

    Tips & guides -> Performance tips -> More advice -> Common mis-used events and gotchas

  • Sorry - I was only summing up the problem to solve and initial proposed solution (OR conditions where the untrue statements have no effect on the picking of the true statement).

    I can't answer questions about the other cases the solution would need to address. However, I don't think those are user problems to solve.

    Users could try or suggest, but chances are they don't have enough information to do so (seen here). But if users can't solve the problem, that shouldn't have any bearing on whether the problem should be solved.

    Developer solutions to the conflict of OR and picking would for sure be the most important and productive to discuss. Or maybe the criteria for this be successful could be shared with users, so the proposals could be more useful to you. But if OR code is simply too complicated to adjust, then I imagine that's the end of it.

  • I thought it was explained well in the first post:

    In other words, the following event:

    > IF playerA.Something

    > OR playerB.Something

    Doesn't translate into:

    > Pick playerA.Something if true

    > Or pick playerB.Something if true

    It actually translates into:

    > Pick playerA.Something if true, and pick 0 instances of playerB

    > Pick playerB.Something if true, and pick 0 instances of playerA

    So an OR condition where the untrue statements have no effect on the picking of the true statement.

  • Once you click upvote or downvote on a comment (i.e. in the comments of a new release), you can't remove it—you can only upvote or downvote.

    Accidentally clicking upvote, when you mean to collapse a comment or scroll the page, can lead to a situation like this.

    It would be ideal to match other comment systems, where clicking the upvote/downvote removes it entirely.

  • Maybe it's related to this bug?

    github.com/Scirra/Construct-bugs/issues/7086

  • The game does slow down for me here when I leave it running for a while. (MacBook Pro, Chrome)

    I don't know if it'll help, but there are some parts of your code that are constantly running and may not need to.

    You could put some of these things into event groups, and enable/disable them only when the checks make sense, like the dialog code. Other things, like the fallspeed, might only be necessary when the platform condition "Is Falling" is true.

    It could be something more technical; maybe there's something in the debugger that can provide clues?