Jaydon's Forum Posts

  • Ashley I would die to have that Grid Movement Behaviour! This can help implement the old school gameboy games back to life! A little creativity, we can do so many things with it!

  • Happy belated birthday Ashley! A new year for Scirra to continue bringing more joy(features) and laughter(bug fixes) :D

    Each update is like a birthday to me too...If you know what I mean!

  • Is it just Avast! anti-virus or the demo version from the website contain 2 trojan horse virus?

    -->http://notiongames.com/?page_id=1634

  • oh wait! I found a solution! Just set "objects" family when (invert)on-screen, object remove collision detection. Then, another event of set "objects" family when on-screen, object enable collision detection! It works perfectly!! I guess it was the lack of my knowledge on C2 :3

  • ome6a1717

    Ashley

    I do wish what said comes true! I have a lot of solid objects off-screen that really kill my frame rates alot! That's why some of my projects aren't completed because of this problem...

  • Ashley

    Overlapping at Offset is a behaviour for overlapping detection but I ran onto a problem with it. If 4 square objects placed surrounding on all side of a centre square box and I wanted only the box that was placed on the top to destroyed, I would put When "Square" object is overlapping object "square" at offset X=0, y=-1. But both left and right of the side of the square object is destroyed too! So, I figured it out, it was the offset X being set to 0 and Square objects placed on the left and right side of the centre square object to be destroyed. If The event would to be able to ignore offset X, I think the problem would be solve. For now, my workaround would be making the object size assume "64,64" , but rather "63.999,64". This helps the event to not detect the offset X=0 when square objects are placed using the snap to grid system. Understand? no?

    I hope this event would split into detect offset X and offset y. Thanks!

  • I'd wanted that throwing effect. Disabling the physics behaviour doesn't work. But thanks anyway!

  • I got a workaround by setting the world gravity to 0 and apply force X=0, Y=10 when not dragging. It works! But still hope to have that individual gravity implemented. Will Box2DWeb come out with something like this? Cheers :)

  • Ashley

    I have a problem on Physics with DragDrop behaviour. Whenever I tried dragging an object with the physics behaviour, if I would to stop moving(Still holding down/dragging), it will fall because of the gravity. So, I decided to set world gravity to 0 when object is dragging/On start drag. Then, set world gravity back to 10 once drop/not dragging. The problem is when I'm playing around with more than 1 object with both behaviours, can cause others to get 0 gravity while dragging one of them. That is why I decided to make this thread and hopefully an individual Gravity event is implemented. The platform behaviour does a great job but not the Physics behaviour. Is there any turn around for this matter? Thanks! :)

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  • It depends whether your project is optimized for performance. Just bare in mind performance is prior to the amount of objects used. Take a look at this page: scirra.com/manual/134/performance-tips

  • martinx09

    For the damages, HP, etc.-->simple! Just use Global variables or variables.

    For random generation--->C2 is powerful enough but do take note it's HTML5 performance and you need some good programming skills to be able to do that in C2. If not, try the javascript SDK as your last option.

  • I'd go for a normal gaming laptop specs with a touchscreen feature for testing gestures,etc. The rest is up to you :)

  • I too develop a habit to save every each action i take. I don't think auto-save is a good idea. It is best if one remember to save every now and then. I should have use the latest stable release to reduce crashing.

  • Ashley

    r135(beta)

    Well done and thank you! Scirra has done it again!! :D

  • Tom

    is the website still working? Was gonna go back and have some laughs but it's down D: