Colludium's Forum Posts

  • Outstanding!

    Edit - Are you using the platform behavior or a control derived from the physics plugin? This is a blind stab in the dark. If your player collision polygon changes so that some of it instantly overlaps a jump-through solid, then the platformer engine can assume a fall through is enabled... Just a guess . Your artwork is simply excellent.

  • The only way to work around this bug is to turn preview effects to off.

    Here's an easy link to the capx: https://www.dropbox.com/s/ut67r8gum6ck3 ... capx?raw=1

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  • v1.0.0.97 is out - no more superman flying....

  • Right then... Player FSM has been updated (again - becoming the story of my life). I found that there was some conflicting logic - the short term fix means that the player no longer reaches out for something to grab when she's falling down, but hopefully the glitchy play modes have been stopped. My plan is to reintroduce the reaching out animation if the other glitches have been fixed, as long is it doesn't screw around with the player logic again!! Game testers and anyone else interested in trying to undo some html5: please try the demo and see if you can break it. Let me know if I need to book a week off work so I can fix it again...!?! Thanks!!

  • OK, 2 threads and some frustrated posting by you in your other thread on this subject, because no one understands your problem with local storage... However, your problem is nothing to do with the local storage, it's to do with putting a value into a variable from a retrieved save of an array (and putting that into a text object)!!

    Lesson 1 - if you're stuck, provide a capx so people know what you're referring to.

    Lesson 2 - if you're not sure what you're doing and you ask for help, try to understand the help you get, or see Lesson 1.

    So, from your capx - you are not saving the global variables, just the array - which is ok. But you are using the global variables to update your text objects - unless you change something, the text objects and global variables will never be updated when the array json is loaded. Also, you are only updating your text object when a button is clicked, you should put that update into a function and call it when a button is clicked or if your saved data is retrieved (assuming you alter the events to save and retrieve the data you want).

  • - Possibly (hopefully), but I'm not sure I know what you have noticed there. I need to go back to the beginning of my player's FSM to make sure I don't right-royally screw it up, lol!

  • Thanks MadSpy!!

    I'm currently doing battle with some self-made bugs I created when trying to rectify the bug mattb identified. I finally managed to recreate it - took a lot of keyboard abuse - and I think it's simply caused by the states of the player FSM blending / getting mixed up. Although the player's movement appears good in the 1.0.0.94 version of the demo, there are a couple of scenarios where the player's animation will not behave properly. Hey - it's still an alpha, right? I hope to get this fixed tonight...

  • Yes - finally!! This is the beginning of the editor problem with the set color shader! Finally, a working example of the problem.... (I am only pleased because I believe this will now be fixed - no more warped or vanishing sprites and sprite fonts....).

  • Why are all the quality programs costing nothing and the beginner programs cost upwards of 1000 dollars?

    Not sure what you mean here - have you checked how much a personal c2 licence actually costs? Way short of $1000, and not a subscription model! It's a steal... so what are you waiting for?

  • norab, it's just my humor - if you right click on the add object window and select deprecated then you can add web storage. It's easier to use...

  • Sisyphus - the manual page specifically describes system conditions (like layer visibility) as not filtering for subsequent events; whereas a condition with an object will, by definition, filter subsequent objects - it's just not clear there that ALL condition lines in the OR block will filter, even if some of them are not True.

  • lennaert, I agree with your analysis, I just think it's not an intuitive OR function. I just re-read the manual page on this to be sure of my facts (it's been a while), and all it says is the condition filters instances for subsequent events - and the OR block is certainly a condition. It's just that, in this case, it's just filtering in a way I personally wouldn't expect. It's one for the user to be wary of (and I'm not convinced it's a bug)....

  • I think that you could reasonably argue that if the OR block returns True then both of the sprite objects should be rotated - there should be no picking unless the True condition was also an object filter...

    :/

  • You realize that the system save and load (saves the entire game) is asynchronous, just like the Local Storage plugin? So what you're asking for is a plugin just like the Local Storage plugin... :p

    If you really don't like the Local Storage plugin that much then you can right click on the insert object window and select deprecated plugins - the Web Storage plugin is synchronous and easier to use, but one day it may not be usable in browser...

  • Thank you mattb - I appreciate you checking and letting me know. I'll do some adjusting of the physics setup and post here when it's done. I have been using the standard physics engine - mainly because I want support from Ashley and because I have high hopes for asm.js physics. It's sometimes a pain to find workarounds for normal physics things like kinematic bodies and some of the more useful joints that are available in other ports of box 2d. I took an early look at Chipmunk and think it's an excellent plugin. When I started I didn't find it offered me much more than I thought I needed at the time... I'm not sure I have the patience to port this over to Chipmunk, but I'll certainly give it another go for my next project!

    If you're having to do lots of key presses then to get this to happen then I might have coded in a weakness in the player's FSM - should be easy to ensure that, sometimes unreliable collision detection aside, this shouldn't happen any more....