PixelRebirth's Forum Posts

  • It seems there are some problems with 0.94.

    When I try to edit animations I can't see the hotspots/image points anymore.

    And I noticed when I toggle on the grid in the layout editor the dots don't show anymore.

    Can anyone confirm this?

  • Wow, 0.94 seems to be an outstanding release.

    Great work Ashley!

    Btw "OPT" may mean "optimized"

  • Great Doppel, this appears to work!

    But when I open your example it's set to fixed framerate of 44. With that setting it doesn't work for me. Needs to be changed to v-synced or unlimited frames and it does the job like a charm

    Thx man!

  • The basics of my engine and some graphics, including the player sprite, were already done when I noticed the bug by accident.

    Of course it's much more obvious when you look at the little example I cooked up for this thread.

    You're right, it's not a gamebreaking bug or anything... would be very cool though if this was fixed in future versions.

    And thx to everybody contributing to this

  • The problem is that the pushout won't work here, since Construct doesn't seem to recognize that the player sprite is overlaping. But it's displayed that way. So pushout has no effect, it's still (visually)overlaping 1px.

  • Thanks for your suggestions guys!

    But usually I like to build the engine without the need to constantly push sprites out of backdrops they're not supposed to overlap. And it works, but only without TimeDelta.

    Doppel's example works sometimes. But most of the time the detector and the player sit on top of the ground. Which is what the event actually does, since you're pushing the movers family out of solid sprites when the detector overlaps.

    And if I go by logic the condition should be with the player that overlaps. Which is what deadeye did, but strangely, like cecil said, although the events seem right it still overlaps.

    EDIT: I guess deadeye is right. When I add an event

    player overlaps solid -> close application

    it doesn't quit the app when I just let it drop on the top, although it visually overlaps. But when I move it in sidewards, it ends the application.

  • What I understand from the TimeDelta article the issue with different speeds is mainly with the monitor refresh rate. And TimeDelta is meant to fix this.

    EDIT: Okay I just read your edit :>

    Anyway, I guess I will be using the "old" engine style then, which is pretty much the same I used for years with MMF.

  • That would mean back to the beginning, since before all movements were just that, X/Y +/- 1.

    But I wanted to add TimeDelta so it would run pretty much exactly the same speed on all computers. At least that's the idea I got from reading the article about it.

    So am I right that I actually can't use TimeDelta for custom movement engines as it will cause some inaccuracy?!

  • That's weird... here is how it looks for me:

    <img src="http://img291.imageshack.us/img291/7392/fallprobik6.png">

    And when I remove the zoom it looks right.

    Does anyone else get the same error?

    And deadeye, did you try it several times? Cause sometimes it works right with the zoom (very rare though for me), but mostly it doesn't.

  • I have made a small example of the problem:

    I have a small green 16x16 sprite named "Player" and a 16x1 sprite ("Detector")which is supposed to stop the player sprite from falling when it overlaps something solid. Both sprites are in a family called "Movers".

    Detector NOT overlaping solid -> Movers: Set Y to Movers.Y + (80 * TimeDelta)

    The layout resolution is 320x240 and it runs in a 640x480 window with 200% Zoom.

    The problem is now, that with the zoom, the Player sprite appears to be stuck in the solid ground 1 pixel. However, when you remove the zoom the sprite will be stopped correctly.

    Here is the cap:

    http://www.erikakempf.de/blessing/falltest009.cap

  • I could post the last working version, but I guess that won't help much.

    For me this bug seems to happen if I run Construct a quite long time, change lots of things in my project and keep saving. Sooner or later that'll break my file. When I try to reopen it later on, it'll give me that error message.

    So now I'm doing what deadeye mentioned in another thread: I'm working a little bit with Construct, then I'm saving and RESTARTING it. And I restart it often. Haven't encountered the bug since I use to do so.

  • Ermm I used search for "cobj" and found the exact same thread... but it's not the same error message!

    And my Construct didn't freeze when I saved, saving worked just fine. But later files won't open anymore.

    So, as you see, it's a different bug.

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  • I've been working on a little Jump'n'Run engine in Construct and saved very often with different filenames.

    Now the last bunch of cap files won't open anymore. It gives me the following error message:

    Error with loading: expecting class (CObj), but received ()

    I've uploaded a broken file here:

    http://www.erikakempf.de/blessing/lla040.cap

  • Thx for the quick answers guys!

    It's too bad that the scrolling won't work properly with the zoom without any workarounds. Would make things a lot handier.

    The 2nd solution seems to be the one of choice, so I will probably try that out.

    Btw nice game Deadeye... Little Hitler in Toyland, great title too!

  • I wanted to run my game, which has the resolution of 320x240, in a 640x480 window.

    So I set the window width + height to 640 and 480 and in the event sheet editor I added the following event:

    Start of application -> System: set Zoom to (200,200)

    which was the only way I could think of to get it to run in a double sized window.

    It kind of works, but the graphics are blurred now because of the zoom. And when I use scrolling it doesn't work at all anymore. It doesn't center properly on the sprite it's supposed to (which it just does fine without the zoom).

    So I was wondering if there was another way to get an application to run in a 2x window.