Colludium's Forum Posts

  • It cannot fall because of the collision check algorithm within the plugin. Any floating point x position that puts the left or right bounding box corners over a Solid and the platform object cannot fall.

  • Cheers, Unconnected!

  • Colludium that's amazing. Great plugin.

    Thank you. It was a good learning experience and solved a problem I had at the same time!

  • You need my Not Quite Random plugin,

  • on function "rgbText"

    --- set return value to rgb(int(mid(tokenat(function.parameter(0), 0, ","), 4, 3)), int(tokenat(function.parameter(0), 1, ",")), int(tokenat(function.parameter(0), 2, ",")))

    Hi R0J0hound, - thanks - I see... I guess that's the way to go. No biggie in logic terms, but the editor still seems unhappy with some entry params. Perhaps this way of handling text colour is easy enough, so it might be worth an entry in the manual to save future frustrations.... Cheers.

  • Problem Description

    OK... This might be a bug or it could be a feature request to alter apparently inconsistent editor behaviour, and an associated limitation this causes if you try and alter text object font colour by using variables.

    The problem here occurs if you try and use variables to define the colour of the text. This appears to be impossible and, if you try, the editor either rejects your attempts or accepts your input but then nothing changes when the layout is run.

    Attach a Capx

    capx

    Description of Capx

    One sprite with a string variable "rgb(255,255,0)", one global string of the same value, and one text object. On start of layout, the colour of the text font is altered by applying the value >rgb(255,255,0)<.

    Steps to Reproduce Bug

    • If you run the layout then the text object font colour is changed.
    • Place the global variable in the set font colour action. This is accepted by the editor, but when you run the layout the font colour is not changed.
    • Place the Sprite object variable in the set font colour action. This is rejected by the editor, even though it is a string (like the global variable).

    Observed Result

    As above.

    Expected Result

    I expected a text set colour action could be defined by the input of a string, allowing full control by variables.

    Affected Browsers

    • N/A

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r241 64 bit

  • Here you go. I am slowly learning to use the SDK and this was a good lesson for me.

  • Prompted by a request and my desire to practice my JavaScript, here is my latest (second!) plugin Fader. This is loosely based on the original Fade behaviour by Scirra, but with the following added functionality:

    Editor properties:

    Option to loop the fade indefinitely

    Actions:

    Pause fade

    Resume fade

    Condition:

    Fade is active boolean

    Expressions:

    Fade stage

    Fade progress

  • I haven't tried testing this is... Add a wait 0 to the first line of the on-created actions. I suspect that the event is triggering before the object is registered in the line of sight behaviour, so a small delay should fix the problem.

  • Or maybe not a giant N, but a lawyer with an N on its suitcase.

    Genius.

  • Problem Description

    If you delete a global layer in a layout where the global layer is not defined, a popup warning is given. The warning asks you to confirm that you want to delete all of the objects on the layer when the layer is just a representation of the global layer (that is defined elsewhere) and deletion of the layer will not affect the global layer.

    Attach a Capx

    Not required.

    Description of Capx

    N/A

    Steps to Reproduce Bug

    • Open blank project, duplicate Layout1 and add a layer to the new Layout2.
    • Set Layer0 to be a global layer in Layout1, then add a sprite to the layer.
    • Delete Layer0 in Layout2 and observe.

    Observed Result

    Popup warning.

    Expected Result

    No popup warning because the global layer is not being affected.

    Affected Browsers

    • N/A

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r241 64 bit

  • I'm not sure that c2 games that rip off Nintendo are a great indication of c2's versatility....

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  • See Ashley's response here to a similar problem reported as a bug. Every time you change animation frame, or resize an object (as in your case), the physics body inside the physics engine has to be replaced.

    [quote:2yka3vxj]The Physics behavior treats a change of frame as destroying the physics body and teleporting a new one in its place (to take in to account changing collision poly, size, origin etc). Therefore animating objects keeps destroying the physics body you're applying force to.

  • Ashley - thanks. I must confess that I thought I was recreating a bug that was causing mobile browsers to crash when adding the data string to a dictionary object (the jank was so long it was breaking the multiplayer connection). I'm not sure how to reproduce it another way...

  • Sorry dude (is it just me..?!), but I have a new set of bugs now. Thanks for trying to fix this plugin!!

    Plugin of non-world type specified 'rotatable'
    
    Condition: !(plugin_type == era::pt_objecttype && rotatable)
    File: Projects\ObjectType.cpp
    Line: 37
    Function: __cdecl ObjectType::ObjectType(class Project &,class ObjectFolder &,class Plugin *,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,unsigned __int64)
    Build: release 240 (64-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 0)
    [/code:34jfl13w]
    
    [code:34jfl13w]Creating a world instance from a plugin that is not of a world type
    
    Condition: object_type->GetPluginType() == era::pt_worldtype
    File: Projects\WorldInstance.cpp
    Line: 790
    Function: class std::unique_ptr<class WorldInstance,struct std::default_delete<class WorldInstance> > __cdecl WorldInstance::CreateFromXmlElement(class Layer &,const class xml::element &)
    Build: release 240 (64-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 0)
    [/code:34jfl13w]
    
    [code:34jfl13w]Creating WorldInstance for non-world type
    
    Condition: object_type.GetPluginType() == era::pt_worldtype
    File: Projects\WorldInstance.cpp
    Line: 32
    Function: __cdecl WorldInstance::WorldInstance(class Layer &,class ObjectType &,unsigned __int64)
    Build: release 240 (64-bit) checked
    Component: Construct 2 IDE
    (Last Win32 error: 0)
    [/code:34jfl13w]