zenox98's Forum Posts

  • This isn't a bug. See the release log HERE, specifically:

    "Sprite: ImageWidth and ImageHeight expressions (formerly 'OriginalWidth' and 'OriginalHeight' in Classic). Returns the size of the animation frame image, regardless of if the object has been resized."

  • vidi

    Forgot to mention, the way it works now, there is no need for the Wrap behavior.

  • I'm not certain why it didn't work. It should, but it seems to me that Wrap has a problem dealing with more than one instance when they leave the layout. Just guessing :/

    My hack involved setting the Origin to the far left, then checking when the cloud reached the far right, and resetting it's x-position to '0-cloud.width' so it starts again. That's all I meant by boundary check. The boundary at the far right of the screen.

    I don't think this is a good enough solution, but at least it works :)

  • vidi

    It is bizarre. I re-amended your .capx and added some code. It showed the clouds X-position getting stuck just off screen, implying perhaps a bug somewhere, maybe in the Wrap behavior.

    I moved the Origin to the far left, and added boundary check and it appears to work for me now.

  • This copy of your capx works OK. I just changed the z-order.

  • Thanks Kyatric.

    I now know what I did wrong. I tried to set a Global variable to the Y-velocity, then append it to a text field. It doesn't work that way. If I use an object instance variable instead, then I can both display it and use it in a calculation. Sorted!

    Thanks for checking for me :)

    zen

  • Ugotsta

    Me too. This was just something to test out the new physics behavior. Now updated to include zoom when landing and explosions (wooooot!) :)

    BTW Still can't retrieve the physics.velocityy or x values. Anyone else tried?

  • jourdan

    Check these 2 articles from Ashley. They explain all about the physics behavior. Very useful :)

  • The point of it WAS to test the physics, that's all it was for. I wanted to test the Y, Y and Angular velocity parameters, and this seemed the easiest way.

  • Remember Lunar Lander?

    A quick example to show physics in action. Control the lander with the arrow keys and land on the platform.

    Try it HERE.

    BTW I know the Physics.VelocityY is exposed but I can't seem to get it to display :(   Without it, I can't really calculate the landing velocity, which would determine if it would crash or not. Anyone else tried?

  • Easiest thing to do would be to have Layout1 as your loading screen and have a 'Click Here' or 'Press Any Key' event which would then go to the game on a new Layout.

    Is that what you mean?

  • Yea, sorry. My mistake - he does indeed wander off :/

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  • dcrew

    Have you got any user-created plugins installed?

    Just a hunch, but I was having similar C2 bombs until I re-installed after removing all user plugins and deleting the C2 registry keys.

    I haven't had a 'random' crash yet (touch wood). Having plenty of physics related crashes, but that's a different kettle of fish :)

  • I just tried your capx and it worked fine for me. Actually looked quite good :)

    If I may make a suggestion - place the lighter buildings on a separate layer to add parallax. Adds a sense of motion :)

  • I just noticed your post. Sure looks like the same :(