Colludium's Forum Posts

  • Zathan - that would be a good assumption for the API settings, but it doesn't work (and is why I asked Austin how to disable it and why he told me there wasn't a way ). If you select disable clay login the popup login window then appears anyway when the game starts... There's also no way of controlling the plugin's attempts to log in by using the event system. Frustrating!

    I also just discovered a bug testing this - I can't seem to get the plugin to work in IE11 - it gives me a javascript failure (about to post it on the clay thread).

  • I emailed Austin about this a while ago (I actually was interested in exporting a version of my game that did not have the clay login prompt whilst keeping the plugin in the game code) and he told me that it is not possible to have the plugin there without the login check. The login is part of what it does, I understand and I imagine you would have to alter its JavaScript to change that function.

  • No worries Ashley - I understand.

  • Ashley,

    As you're not accepting bug reports to do with this plugin, could you please incorporate it so that it receives official support? Having sprite fonts displayed correctly in the editor would be most helpful, and in this thread you previously appeared interested in supporting this plugin - so I'm a bit confused by your rejection of the bug report I posted (which anecdotally could be to do with more than just this plugin).

    bug report.

    Thank you!

  • Thanks for the examples, R0J0hound!

  • Here's a little snippet of something I'm putting the finishing touches onto for this comp. It's taken on a bit of a life of its own and has absorbed pretty much all of my spare time. It's a good old fashioned shoot-em-up and was inspired by one of my favorite arcade games from the 80's. If it generates any interest then I'll develop it further beyond this comp, and if not - meh... it's been fun!

    [attachment=0:24hkjreg][/attachment:24hkjreg]

  • Aphrodite - very good point!! You've probably just saved me some pain in the future....

  • Or you could use this instead...

    abs(x) / x

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  • Very, very good! Excellent artwork.

  • I don't wish to seem negative but isn't this what the "how do I" forum is for? I just wish that it was easier to search. I think what could be interesting is some sort of wiki containing top tips - to expand on the manual and tutorials. But then..... wouldn't it all get a bit chaotic with 4 places to search for info (you'd still have to search the forums)? Document control would be a nightmare especially with the rate of progress worth improvements and extra features.

  • Touch/mouse works on spritefont+, so I presume it does on the normal plugin as well

  • You could set individual angle limits for each turret - a bit of a pain but probably the most efficient... Or you could alter the collision polygon for your turrets and stop them from rotating on collision with the floor. You'd probably have to add a rotate-until-not -overlapping algorithm as well or the turrets could get stuck. Last option - you could add a sensor and pin it to each turret if you don't want to change the collision polygon - more complex to manage...

  • I've drawn a blank I'm afraid. I was hoping for these to be behaviors rather than lerp on steroids.

  • How did I miss these!?! I guess I was too excited about shadow casting to pay proper attention....

  • & rekjl - thanks for the replies. This is a bit hard to explain because I had it all set up correctly, indeed I've not had trouble doing this before on other games, but I couldn't get it to work this time around for some reason. I just wanted to see of anyone else was having the same problem because i was beginning to think it was a bug or possibly my own incompetence (I'm using r170 but I know that the audio plugin has not been touched...). Then I restarted C2 and the music now plays correctly....