R0J0hound's Forum Posts

  • It works with the latest if you also get lucid's physics fix (in the same thread) and uncheck and check "Use old units".

    You can also do it with just events:

    http://dl.dropbox.com/u/5426011/example ... ctile1.cap

    Any warnings can be safely ignored. The .bsc file is generated by the compiler in the process of building the plugin.

    For building the vector object issue go to "Build->Batch Build..." click "Select All" then "Clean" then you can try to rebuild without that error

    Probably all those errors are due to not having the ATL/MFC libraries. It seems that the CString replacement fix is not really working for anything but the template plugin.

    Here is another link on how to get the ATL/MFC libraries:

    http://www.scirra.com/forum/viewtopic.php?f=7&t=8149&p=63927&hilit=web+download+mfc#p63927

    I didn't post this before because the download wasn't working for me, but hopefully it was just an issue with my ISP blocking it.

  • I figured out what's going on, some of the ground sprites are on the "Non-Layout" layer. I'm unsure how they would get there, I can't reproduce it.

    The only way to access those objects is by events.

    Do this to see them all:

    + System: Start of layout

    -> Ground: Move to layer 1

    Or just add this event to get rid of them:

    + Ground: Is on layer "Non-Layout"

    -> Ground: Destroy

  • Your cap probably did load but no layout or event windows were opened.

    Go to the "Project" tab on the right. Your project should be there.

  • Actually I think updating the png image library used in Construct will probably fix this issue. My thought is perhaps the gtx graphics cards save pngs according to newer specification than is supported by the image library, which in turn load the image incorrectly.

  • Hi,

    It's a known issue with the latest release, use the previous version here:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=9382

  • Put "Ribbon" "ParticleSprite" and "RibbonTrail" into a container and the each ParticleSprite will have it's own trail.

  • Create a new layer and set it's "scroll x rate" and "scroll y rate" to 0. Then move the tiledbackground objects to the new layer.

  • [quote:dt1scof5]Is this an editor bug or does the published game also have this bug?

    Since he says it affects the runtime as well it will probably affect published games.

    It is promising that other formats of non power of two images load just fine. It may be just an issue with loading pngs on GTX graphics cards.

    Is the image corrupted when it is loaded into the picture editor or just after closing the image editor?

  • I'm getting the same issue here. After installation trying to run "Construct.exe" it gives this error:

    This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem.[/code:119cktdq]
    
    I think that construct's registry settings may not be getting installed correctly by the installer or at least just in xp.
    
    I just copied the plugins folder over to an install of r1 to have the fixed physics.  No issues there.
  • The shearing and stretching of the minimap can be fixed if the minimap has the same aspect ratio as the layout.

    For example the tutorial and level1 layouts have aspect ratios of 1:1 (they are square). A minimap size of 400x400 would work. The level2 layout is 3 times wide as it is tall (aspect ratio 3:1), so the minimap should be a size like 600x200.

    [quote:2nl016c9]Where i had trouble was with plugin and movement source codes, i did the same thing that was needed for the template but it gives different errors.

    What are the errors? There may be a few things that may have to be tweaked. Also the fix was mainly intended to allow the template to be built. No doubt there will be issues when building the plugins from the SVN with the fix.

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  • n-360*floor(n/360) will do the same thing as "%" but preserve floating point numbers.

    If you want only a positive angle as a answer:

    n-360*floor(n/360) +360*(n<0)

  • Using the other example I made as a base here is another example:

    http://dl.dropbox.com/u/5426011/examples4/ribbonPath.cap made in Construct Classic r1

  • > Try this: http://dl.dropbox.com/u/4322334/physicscs.cap

    >

    > There is something wrong with the physics. Shouldn't it just bunch up instead of spraying outwards from where the first instance was?

    >

    no, it's behaving correctly,

    you're creating objects occupying the same space at the same time, which is forbidden in physics, and so the simulation does it's best to push them out from each other as quickly as possible

    Actually I don't think it is behaving correctly. The Physics template has the same issue. Creating even a single object in a empty space will move away at a high rate of speed.