Prominent's Forum Posts

  • Working on background art- figuring out the visual style I want to have.

  • I have been working more on ways of displaying the HUD.

    https://twitter.com/HandsofSight/status ... 0763621377

    This shows how the energy now is displayed around the player, so that players don't have to look away from the center of the screen. I tried to keep it subtle enough to not be too distracting, while allowing the information to be easily seen. The center radius is the energy left, and the outer radius is the recharge. When fully recharged, the energy is refilled and the indicator fades away.

  • I've been working on some promo art for the game. Eventually it will be fully colored and have a background too.

  • I was implementing hud stuff the other day, and it just didn't feel right, so I made the visor flash when you have 3 hits left, and color also changes to yellow as you lose health(but i need to tweak it a little so that it changes sooner).

    I used R0J0hound's canvas plugin on the little bit of the player sprite whenever the frame changes.

    You can see a gif of it here: https://twitter.com/HandsofSight/status ... 9745075200

    Also been exploring other ways to show the player's energy (that white ball thing)

    trying to think of a way to tie it into the character more without it being too distracting.

  • okay, no problem.

    btw, I noticed canvas will render blurred if x,y aren't whole numbers- so projects with pixel rounding enabled, you have to round the canvas position if you don't want it blurry.

  • In your project settings, set Preview effects to No.

  • Also found another issue.. Fill canvas with color doesn't use correct hotspot location (possibly other actions don't as well?). If I have hotspot of canvas set to center, I need to use bboxleft for X and bboxtop for Y origin point of canvas instead of the actual X,Y coordinate of the canvas object.

    Just mentioning it in-case it isn't known.

  • I know there was talk of being able to use spritesheets in editor and create animations by referencing the spritesheet instead of splitting it up into separate frames/images, etc. I hope that kind of feature gets implemented, because it would make editing sprites a lot easier if I only had to work with one image instead of reimporting every frame.

  • point sampling should do it. Are you using any effects? can you provide a screenshot of the issue, or capx showing the problem? What browser/version are you testing it in?

  • Yes you can

  • They don't. It's all packaged together when you export. You just have to provide the files and it should run.

  • Problem Description

    okay, figured out the bug related to actions being removed in the incorrect order.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gWf4DPRR2wzJ9NuP

    Description of Capx

    has comment describing steps to reproduce.

    Steps to Reproduce Bug

    • create any action
    • then create another action after it that has an object
    • right click and change object to another
    • Now und and see the undo incorrectly removes the first action before the second action.

    Observed Result

    first action is removed before the second action

    Expected Result

    undos should be correct

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r227

  • Also, should note that I have experienced this exact same issue with the actions- but haven't figured how to reproduce those cases. It might be related to this case though.

    edit: I figured out the issue with the Actions too! I filed another bug report for that one.

    edit2: seems as if the trigger step is not needed.. So this bug is exact same issue as the action bug (changing object causes undo state to mess up)

  • Problem Description

    Adding any trigger, adding a condition referencing an object, and then changing that object will cause the undo states to get messed up.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gWaBvD2nZ1GY7tD7

    Description of Capx

    has comment with instructions to reproduce the undo error.

    Steps to Reproduce Bug

    • create 'on any animation finished' trigger (possibly any trigger will do? edit: I just checked with other triggers and same thing happens!)
    • add any condition that references an object
    • right click and change object sprite to sprite2
    • now undo all states- it will end up remove the first trigger and leaving the condition (it removes the wrong condition)

    Observed Result

    the wrong condition is undone.

    Expected Result

    undo should be in correct order.

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r227

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  • I went and tried that, and it doesn't work. It just displays unflipped.