R0J0hound's Forum Posts

  • Uninstall Winamp? I mean if it indeed is causing such an issue to affect other software.

    In general, software won't cause errors in other software. if winamp is using a high amount of cpu then the whole system would have less cpu to use, so c2 would be slower.

    If software does cause issues in other software then it's either abusing system settings or it's virus ridden.

    That's just my thoughts. I don't use Winamp, but since it's to play music, it should not affect other software at all.

  • I don't think newline ever worked with buttons. You can make the text into multiple lines by changing the size of the button though, so maybe that's what you had before.

    The reason you can't put text objects on top of the button is because it's a form control that's not drawn to the canvas. Instead it's above the canvas.

    Technical stuff aside, if you want more control you could make the buttons with sprites instead.

  • I guess you could set the elasticity of both objects to 1.0.

  • What about the answer to your old question?

    If not then the search gives a few other ways:

  • You can do it with the tilemap expressions. First you use the expressions to convert the touch.x and y to the tile column and row. Next you use another one of the expressions to to convert the row and column to the xy of a tile.

  • Did you include the while condition?

    If you did and it still leaves it behind how fast is Sprite going?

  • Here's an improvement:

    while

    sprite: is overlapping sprite2

    --- sprite2: move 1 pixels at angle Sprite.8Direction.MovingAngle

    You can still run into the issue of sprite passing through sprite2 if it's speed is so high that one frame sprite is on one side of sprite2 and the rest it's on the other without colliding. But this is usually not an issue and the solution is to check the inbetween positions for collisions.

  • For 1 make the bottom layer transparent before capturing the screenshot.

    For 2 same as above but you hide all the other layers.

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  • [quote:2feohdlr]The worry is how C2 is converting it to JS

    I wouldn't worry. You can literally put any text for a function name without issues.

  • This is probably deliberate, since jpg compression can create artifacts that would effect the other images in the sprite sheet.

  • You can use the asJSON expression.

    Add an textbox and a event like this:

    Time=1.0 seconds

    --- textbox: set text to particles.asjson

    The copy the text in the textbox into your favorite text editor and replace all the " with '. Then add " to the beginning and end of it, and select it all and copy it.

    Now in your game you can remove the textbox and that event and add a event:

    on start of layout

    --- particles: load from json ...

    Just paste the copied text instead of ... and voila, it starts pre-running.

  • My solution was just an idea to better use "overlaps at offset". You'll probably get the same amount of collisions with either method.

  • My mistake. It's the character select screen, event 32.

  • It's just a typo since i haven't used the utility with something that uses effects. In the lines that loop over the effects use "effectid" instead of "id".

    When running it on your file the value it fixed doesn't look far off. It basically added one, so I don't know if it was the cause.

    As far as the runtime errors you are using the "or" condition on your title screen. "or" causes runtime errors, especially when changing layouts, and shouldn't be used.