newt's Forum Posts

  • Yes they would.

  • You can of course set up a custom movement by plugging in your own formulas, and timers for setting xy's, but honestly the physics behavior is not the way to go, and the platform movement already gives you a great amount of control.

  • Oh wow, didn't even cross my mind using numbers rather than a string would revert to the index.

    Sorry about that.

  • C2's physics behavior is a bit cpu intensive for anything but the desktop.

    Perhaps you might take a look at the platform behavior before you try to reinvent the wheel.

  • Im not so sure a "trigger once for each instance" is such a good idea, as it will probably cause more confusion. After all it is a system condition, so it should either pick all or just the first index just like system compare does.

    Then it seems like there would be no point to add a condition to objects since a simple variable will do, or in this case compare opacity.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/666516/r139containersWrong.capx

    Steps to reproduce:

    1. Note the function moves the container spritecube to layer 1

    2. Press play note spritecubes are seen

    3. Change the function to move the spritecube to layer 0

    Observed result:

    Spritecubes are not seen

    When they were seen they were moved to the wrong layer

    Also note layer 1 has 0 parallax

    Expected result:

    The container object is on layer 2d, and the contained objects are moved to that layer at start of layout.(it would be nice if existing contained objects were left on the layer they already exist on, but ehh)

    To deal with this the contained objects need to be moved to the correct layer, but they are moved to some other layer than specified.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: dunno

    Operating system & service pack:

    764

    Construct 2 version:

        r139

  • Lerp doesn't really work well for paths.

    It has an ease in as over demonstrated in this capx.

  • Fine here.

    Also Iphone, and Ipad don't have webgl.

  • Might want to check out the thread where Ashley posted the specs.

    http://www.scirra.com/forum/official-paid-plugin-contract-sprite-font_topic69126.html

    Most of that is because we are working with Html5 with all its advantages, and disadvantages.

    Its not rocket science either, but it can get close at times.

  • Have you tried the tool here?

    http://www.scirra.com/forum/sprite-font-generator_topic72160_page1.html

    Also it seems like the only benefit from using what you suggested is those pre-made fonts. That's fine and all, but don't you loose the ability to edit them graphically?

  • Not really. Native languages are still interpreted languages, just like javascript.

    Most bottlenecks come from poorly executed code, and from the gpu, or lack there of.

    While its true that some platforms lack accelerated graphics on the browser, often or not those platforms require you to use the public deployment methods.

    The time may come at some point where Construct can export to native, but you can be fairly sure that that would still be via third party first, and the native platforms would always require their methods.

  • Its like dividing by zero. You know its working if the universe doesn't explode.

  • But wait if you act now we'll throw in a.... da da da STICK!!

    What can you do with a STICK? you say?

    You can throw it!

    You can CATCH it!

    (please do not try this at home)

    We even have unconfirmed reports that you can even throw it like a boomerang!

    (please do not try this at home)

    (no guarantee that STICK? will return, in fact STICK? will not return)

    Edit:

    This just in:

    Girls love the STICK!?.

    In fact you will have to beat the girls off with the STICK!?.

    (please don not hit people with the STICK!?)

  • Ok it stops rendering with the every x seconds event.

    I guess that's because there's nothing to draw.

    So I stand corrected, it is a bug.