Colludium's Forum Posts

  • ^^^ As alvarop said, get into the manual and run through some examples - and all the basics will become clear. Walk before you try to run, young padawan...

  • There's no bug - the Sprite's imagepoint is way off center, so when the animation is changed, it appears to jump left/right.

  • It doesn't stay logged in on my Android Chrome. Every time I check back I have to log in first..... Aaaaarrggghh!!

  • It sounds like you're using session storage, rather than local storage.

  • KaMiZoTo, I tried exporting the Node from your bug report and couldn't reproduce the error. I'm running W8.1 i7 with Integrated Graphics. I'm sorry to report that I suspect it could be the one thing you don't want it to be - some sort of Node v graphics driver incompatibility error....

  • Problem Description

    I had a layer set as Global in the properties window. In a different layout, I renamed a layer to that of the global layer and I noticed that the Editor Properties window for the newly named layer didn't show "Global: (yes, overridden)" as expected. Instead the window showed "No" and, on testing, it appeared that the layer properties had not been overridden. This error was rectified when the game was saved and then restarted.

    Attach a Capx

    [attachment=0:1yi92qm6][/attachment:1yi92qm6]

    Description of Capx

    The capx contains 2 layouts. Layout 1 contains a black opaque Global Layer named "Copy_My_Name"; the other layers on that layout and on Layout 2 are not global.

    Steps to Reproduce Bug

    • Copy the name of the global layer into any of the layers on Layout 2
    • Note the display in the layer Editor Properties window indicates that the layer is not overridden
    • Run Layout 2 and observe that the layer settings have not been overridden to black/opaque
    • If you save the modified capx, it will work correctly after it is re-opened

    Observed Result

    As described above.

    Expected Result

    The editor should set the layer as being overridden if the name is changed to that of a global layer, without the need to restart the project.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r184

  • It's hard to guess exactly what effect it is you have in mind. Try adjusting this example...

  • I had a quick tinker with the events and hope this makes sense. There was no need to have so many separate trigger events checking the sprite variable so I grouped them together under one trigger. It's also worth noting that there is a small overhead for redrawing the text object every tick (as I understand it) - you only need to command a change to the text whenever you change the text content (I've done that by using a function rather than duplicating the text-update event).

    Edit to add that I increased the size of one of the collision boxes which is why the buggy collisions are fixed.

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  • Ahhh. Thanks for the explanation, Ashley, that makes sense. I misunderstood how the 0,0 parallax would be displayed in the editor - there is no bug here. I tried to replicate this again (or not) in r178 and it works just the same - I must have had the layout aligned by fluke perfectly so that the toggling of the setting made no apparent difference to the sprite when I tried it before...

    C-7, thanks for the example - I have (yet again) learned something new.

  • Problem Description

    Toggling the editor properties 'parallax in editor' (for a global layer) between No Yes causes objects to appear to move in the editor window - when the layer parallax is set to 0,0. Consequently, if the sprite is placed in the layout with the setting at 'Yes' then the sprite's position during run time will not be where you expect.

    Attach a Capx

    [attachment=0:37gd7tb0][/attachment:37gd7tb0]

    Description of Capx

    There is one sprite on a global layer - the layer "HUD" in Layout 1 - that has its parallax set to "0,0". With the layer selected, if you toggle the Editor Properties "parallax in editor" from No to Yes you will observe the sprite appear to move.

    Steps to Reproduce Bug

    • Select the global layer "HUD" in Layout 1
    • Toggle "parallax in editor" from No to Yes and observe
    • Position the sprite with setting at Yes and then run the layout and observe the sprite position

    Observed Result

    The sprite appears to move when the setting is toggled between No and Yes. If the sprite is positioned with the setting at Yes then it will appear in the wrong place when running in a browser.

    Expected Result

    With 0,0 parallax, I would expect there to be no discernible difference in the sprite's apparent position no matter what parallax setting is selected. I tried this in r178 and there was no movement of the sprite when conducting this test.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r183 x64

  • --- Investigates Tiled Sprite ---

  • I would put the tiled background onto a new layer and scale the layer as an alternative; if the art style is right then it cam make for a convincing soft-focus impression (out of focus / in the distance etc).

  • This might be an integrated graphics driver issue. I'm running W8.1 and the default setting on my laptop was for the crcqj@p integrated Intel driver to run apps like Chrome, Firefox etc. So I had to dive into the NVidia control panel and change this to the 'high performance nvidia processor'. Then my browser performance increased by an order of magnitude... but I am not sure how to change this setting for nw.exe - so it look like nw is stuck with integrated graphics and less performance by default... Someone else might know how to manage this, though - just my 2 cents.

  • To achieve this you could add a boolean to the object you're looking to randomly pick from, something like "Picked_Before" - which is then set to true when the object is picked. To pick a not-previously-picked instance, put the condition Not Picked_Before directly above/before the pick random instance. If you do something unique to the instance that has been picked (put it on a different layer, set a different animation or behaviour etc) then you could use that as the first condition filter and there would be no need for the boolean.

  • zenox98, thanks - that's an interesting point. I'll have a look at what is being automatically saved. I heard about the potential for some sort of infinite file size if the root folder is nominated as the auto save location, so I avoid that trap (at least I think I have) but there might be something I missed....