Colludium's Forum Posts

  • If you can live with a less-than-full-screen resolution for your game (i can) then c2 is the dog's. I sense that webgl is partly to blame for this, but I've yet to provide evidence to back that up.

  • +1.

    I just spent a week experimenting with Godot as an alternative, However, reading their forums they seem to have similar problems (!) but the engine is still very new. Libgdx has an awesome editor as well and might take up some of my time over the next week to see if I can stand writing code for that. But really I think I'm just in denial about trying Unity again.... Especially as it's essentially free.

    It worries me that anything slightly dynamic still cannot be rendered smoothly on desktop (have they ever?) and there's no horizon in sight yet - indefinite solutions do not inspire confidence.

  • It's impossible to guess what might cause that without a capx example to look at. Are you able to upload one? It looks like you might be using full screen adds for cocoonjs (?) which may not work during preview, or perhaps it's a pathfinding behavior problem...?

  • Do you see a browser border around your game? Browser full screen needs to be triggered by a user input like touch or mouse click. If there's no border but black filler edges then aspect ratio is your enemy.

  • Request full screen in browser and Letterbox Scale?

  • Offset 5 just moves the room enough without creating the possibility of an overlap happening on wall objects that are not adjacent to the room; ie moves less than the wall object width.

    I'll only be able to try this later, but for doors to appear inside the room then sometimes wall objects are not being destroyed first. Which is probably caused by asking too much of the engine in one tick/event when creating a lot of wall objects and then destroying some of them at the same time.

    Try changing the events by moving the room overlap check and wall destroy events to be under a tickcount =1 condition. Then move the door create check events to be under a new tickcount =2 condition.

    I think that'll work but I won't be able to check until later to be sure.

  • Here you go! I've done some housekeeping with the events, to change the emphasis of the overlap check filters and to add a wait 1 tick event so that the first set of walls are destroyed before checking where to put the door.

    link

  • Are you able to upload a capx? It's almost impossible to guess what might be causing it not to work otherwise.

  • Event sheets are read top to bottom, so if you use on start of layout then you need to make sure that your room is created before you look for overlaps to create a door. All events will be checked each tick (depends on your monitor rate, but usually 60 times per second) so if you don't have a trigger once or other limiting condition for something like this then your walls will be checked a lot... Also, because of the way that events work, you don't need the for-each loop as that selects each wall in turn and will create a door for each one that meets the or group criteria.

    So... remove the for each loop and move the overlap check (events at line 2) and put them after the create room events (line 7 / 8) under the on start of layout.

  • Interesting.... If you don't set physics disabled on the player objects then this bug does not happen....

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I agree that the impact of a fix would be hard to determine, ASHLEY. However, if anyone is using such equations as this example to get the answers they need then they will have been relying on fluke rather than an understanding of maths... I'm not sure that competent game developers would fail to notice the error, and it's quite possible that this is the first time someone has actually used ^x whilst knowing what they were doing, hence why this bug has only just been spotted. But of course I could be wrong...

    If any fix could break 3rd party plugins then I would immediately concede that the best course of action would be to document it clearly in the manual and move on. The implications for simple maths like trig just tickles my OCD, 'tis all, and I think that maths in C2 should be clean and logical without the need for user compensation.

  • On start of layout, rather than load the array from string "A" (which is undefined) you need to load as json from WebStorage.LocalValue("A").

  • I think that this has been implemented for a while now; here's the info.

  • > Ashley this would be a pretty nasty bug to keep, and nobody should ever expect it to work like that, so it should really be at least documented as it is a complete false result.

    >

    It's the minimum that this should be in the documentation. Ashley You already made fixes that broke previous projects, I don't think that this should be an exception. I think the way these things should go is that if there's a bug to be fixed, it must be fixed. Don't leave known issues in the engine if you can help it. Please fix it.

    Exactly! I don't imagine many, if any, would support keeping this for backwards compatibility reasons.

  • You chaps are awesome (big thanks to QuaziGNRLnose and eli0s). As a direct result of this thread I am inspired to do something I promised I would avoid at all costs (due lack of aptitude) - open up Npp and do some code writing!