Jase00's Forum Posts

  • 6800 frames of animation? What are the dimensions of most of these frames?

    I would be careful about trying to use the Construct 2 version where this thing didn't exist, iirc that was a while ago and there could be changes that would break your project if you tried to open your project in an old version. But you can try (Backup your project though!) by opening the .capproj with notepad or something (I forgot).

  • Would most certainly use this feature a lot.

  • Hey Ashley, hope you are well!

    Problem Description

    So I've been compulsively checking my code to figure out why something is going a bit wrong with my physics events, but I've managed to nail down whats going wrong (Pretty severe problem in my scenario <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> )

    If you have a 2 physics sprites which are the floor and a box, if the box lands on the floor and you disable physics collisions, the box will not fall through. So I thought, Maybe the box is "sleeping"? So I apply a small amount of Impulse upwards to 'wake' it up, but if the impulse is small enough, the box will still collide with the floor. It seems that you need to get the box far away from the floor before it will disable collisions.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/776 ... litch.capx

    Description of Capx

    So here is what I explained above. The box is getting Impulsed upwards slightly, every 0.5 seconds. Not much to explain really except the steps to reproduce.

    Steps to Reproduce Bug

    • 1. Run the capx
    • 2. Wait for the box to land on the floor before doing anything.
    • 3. When the box is on the floor, notice that it is bumping upwards every 0.5 seconds. This is good, goes up, back down, collides with ground.
    • 4. Click "Disable Collisions", and you'll notice that nothing seems to happen, even though the object is not asleep or anything. It should be falling through the floor.
    • 5. Click "Higher Jump" and now you'll see the box fall through the floor.

    Observed Result

    Box doesn't disable collisions when called.

    Expected Result

    Box shouldn't collide with floor as soon as it is called.

    Affected Browsers

    • Chrome: (YES)

    Operating System and Service Pack

    Windows 7 64-bit

    Construct 2 Version ID

    r173, haven't got round to updating just yet but it'd be funny if this wasn't even in r174. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Thanks for checking this out!

  • I wish I saw this thread sooner before you reset your counters D:

    You don't need to reset your counter in order to gain another badge (at least for the 100 days one). I have come on for 400+ days so far and have got 4x Fanatic badges.

    But still, nice going! I don't think I've ever posted once a day for a period of time.

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  • Problem Description

    After using "Apply to whole animation" in the Origin Point menu, it does not appear in the Undo history.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/776 ... doBug.capx

    Description of Capx

    A Capx containing a sprite. No need to run it, just gotta open up the animation editor.

    Steps to Reproduce Bug

      1. Open Capx. 2. Open up the Animation Editor for the Sprite. 3. Notice how the origin point for frame 0 is at the bottom of the image. 4. Notice how the rest of the frames origin points are at the center. 5. Make sure you are on Frame 0, and go into the Origin Point options and click "Apply to whole animation". 6. Works fine, all frames now have the same Origin Point. 7. Close the Animation editor. 8. Click Undo. 9. Notice how it doesn't actually undo the "Apply to whole animation" process. (I think it doesn't popup in the Undo history either)

    Observed Result

    Can't undo "Apply to whole animation".

    Expected Result

    Should be able to undo <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Operating System and Service Pack

    Windows 7 64bit

    Construct 2 Version ID

    r170

  • Problem Description

    A reproducable visual bug that involves events getting selected even though you visually wouldn't think they are.

    I can guess this isn't "by design", but it definately makes sense why this happens, but I thought I'd report because I confused myself like crazy over this since I ended up disabling a lot of events without realising.

    Probably isn't a bug but it affected me <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Attach a Capx

    https://dl.dropboxusercontent.com/u/776 ... leBug.capx

    Description of Capx

    No need to run the Capx, this happens within the editor itself when using the "Search" in the event sheet editor.

    Steps to Reproduce Bug

      1. Open Capx (wowreally?) 2. Go to the event sheet within the Capx 3. Use the search to search for "HiAshley". You should now see two events from the results. 4. Click the first event from the results, hold SHIFT, and click the 2nd result. 5. Press D to disable. 6. Clear the search and realise that all the "Every Tick" events have been disabled, even though you would think that the only selected events were the two results in the search.

    Observed Result

    All the events between the search results get selected when using Shift+click

    Expected Result

    Only the shown events would get selected.

    Operating System and Service Pack

    Windows 7 64-bit

    Construct 2 Version ID

    r168

  • helena Yeah I was so young those days, my older bro used to teach me special techniques, he taught me how to make scrolling which was really complicated but possible, and also there were no "Global Variables" but there was "Score" and "Lives" variables which were limited to 4 each. Also I remember all the pre-rendered sprites like the barbarian and kung-fu guy, and the pre-made demo games like Romeo and Juilet and Gradius(?). Good times ^^

    Sorry for derailing the topic. In light of the actual Path movement idea, I'm personally not too fussed for it since there's events to move sprites towards other sprites so you can make your own paths very easily, even for beginners. But as for ultra-beginners that don't even know what a variable is, it could be useful.

  • helena I used to use Klik&Play too Ahh nostalgia.

  • I'm not really aware of any fangames being made in C2. Candescence began porting a fangame that was originally in MMF2 into C2, (Sonic Worlds), but then he gave up due to optimisation issues.

    I made 1 fangame in C2 but then gave up on it. It was based on the game MapleStory, and I called it

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  • This seems kinda cool, but I can see a problem if there were multiple "Sprite" objects. If there was 2 Sprite objects (at the same distance) trying to collide with Sprite, it would only detect 1 of them, right?

    Or what if one of the Sprite's was stretched a bit, the distance is still the same but could be touching Sprite2, but then a 2nd Sprite that isn't stretched could be closer but not touching Sprite2.

    Pretty interesting nonetheless! I reckon this could be use in certain ways

  • Doesn't the "jittery" thing from cropping only come about if you didn't set the origin points first? Shouldn't it go

    1) Import all images (lets say they are all 128x128)

    2) On any frame, position the Origin point.

    3) Right-click the "Origin" point on the little floating window and click "Assign to whole animation"

    4) Hold SHIFT and click the Crop icon.

    5) ???

    6) PROFIT

    Tekniko , I kinda disagree that they add "more features over quality features". I think it happened a lot in the early days, which is shown by the fact that the image editor is a bit "eh" (I'm aware that c2 shouldn't be an image editor, but there's a few issues with the GUI), but as time went on and newer features got added, more quality was put into them (SpriteFont is awesome, Multiplayer is awesome, ect). Things get addressed pretty well, it just requires good reason.

  • I think Courier is extremely visually appealing <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    http://steamcommunity.com/sharedfiles/f ... =252299679

  • Ashley

    Ah that's useful information, thank you! I think my events regarding the signalling server were tidy, but admittedly the events for peer/host were a bit demanding. I'll check out my events.

  • Well, every 5 seconds to update the counter, and every 3 seconds to recheck for empty rooms. The 5 seconds could be increased for sure, but the empty room checking is a bit more complicated. If a player was in Room10 and had to wait 1 minute til it checks if Room1 is now avaliable, then that player would prob get frustrated at waiting.

    I guess I'm just wondering what the limitations are, because it works fine, but only to a degree.

  • +1

    In an even simpler light, if there was an event for "Player" e.g. "Set position", you can't currently search "Player Set Position", which would be nifty.