WackyToaster's Forum Posts

  • This is one event, you have to use two events for this. Your event means:

    If Lennon.X is bigger than Mouse.X AND smaller than Mouse.X --> Set Lennon Mirrored THEN set him Not mirrored.

  • You can set up a for-loop and within the loop loopindex will give you an incrementing number.

    Loops are system conditions and loopindex is a system expression

    construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

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    I´m glad to see people have time to write several lengthy posts complaining about how things work and coming up with alternatives instead of just posting a bugreport that probably takes a whopping 5 minutes and actually helps solving the problem.

    Just imagine you release your game and someone just says "Level 2 doesn´t work, here´s a screenshot of me wedged into a wall" and when you ask him for more info on how he did it he starts complaining about how he is basically your bugfinding slave and starts a revolution.

    It might still be too fast for the jumpthrough platform since it´s not a full solid. There is just a tiny "line" on top of the jumpthrough that determines landing on it or not.

    I suppose that´s one of those cases where the movement causes the cubes to "skip" over detecting the collision within a single tick. Like very quick objects that can phase through solids.

    I do think this should be corrected since moving platforms aren´t exactly some rare edge case, it´s one of the most basic platforming staples.

  • Yeah I have that sometimes and it eventually fixes itself. No idea how it happens.

  • I wish I had the insanity that drives you Kenney.

  • Uh... 90mb is massive, you could have stripped that down to a few mb easily. :V I´m not ever going to find anything in there, that´s exactly why Ashley always wants minimal repros for bugreports. You can get rid of all the non-relevant parts: layouts, event sheets, graphics and especially sounds/music. Also has the benefit that nobody can rip anything of value from it then. (On that note, you have the copyright anyway. If you see someone using your stuff, an angry letter from a lawyer usually solves that really quick.)

    One thing about the screen shake is that it doesn´t work when you are at the edges of the layout. It´s a quirk of that particular action (it´s uses scroll but isn´t allowed to scroll past layout edges).

    About the minimap dots not vanishing... no idea. If you can strip down the project much more it will be much easier to find the issue.

  • You can strip it down of all the things we don´t need. Or at least post a screenshot of the events, otherwise it´s guessing time.

    My guess is that you have two or more ships destroyed at the same frame and you need a foreach somewhere. Maybe.

  • Don't see any issues. There are some things you have to be careful with like using effects (blending, distortions,...) since they quickly tank mobile gpus or using way to many sprites, especially if all the sprites have events/physics attached.

  • It´s not just a stream, the phone does the work. It may not 100% accurate because it still works differently than if it were installed as an app, but it will give you a good idea.

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  • What exactly went wrong with it?

  • Well, Pin is actually known to have some issues in that regard.

    twitter.com/2xTacker/status/917781791066423296

    Maybe try replacing the pin with a simple Every tick > set position?