Rable's Recent Forum Activity

  • Oh, indeed, I was setting up the speed after setting the angle, and moving the speed action above the set angle of motion action fixed the problem. I overlooked this even though it's in the manual.

    Thank you so much for taking the time to reply Ashley , this is much appreciated. :)

  • Hello,

    I used Bullet behavior hundreds of time in past years without any trouble, but recently something really weird happened in my current projet. A bullet behavior started to change the angle of motion to 0 instead of the set value, and there is no easy way to change the value immediately after enabling the behavior.

    I searched the entire project but nowhere (according to the search feature) I set the angle to anything else than -90. Anyway, I always set the angle of motion just after activating it. I even tried to set the correct angle of motion before AND after enabling the behavior, just to be sure, but whatever I do, in a certain situation, the angle of motion will always be 0°. I also tried adding a "wait 0 second" action before setting the angle, but it doesn't work either.

    The only workarounds I found is to set the angle of motion to -90° every frame, or to wait 0.015 second after enabling the behavior to set the angle, but these are obviously very wrong way to do this.

    Am I missing something?

    Thanks for your help!

  • Wow, thanks a lot for the reply and the preliminary work on the math. oO

    I understand there is no easy solution for doing this in Construct 3 or Construct Animate.

  • Hello, is it possible to create a series of bones allowing animation for a single sprite?

    For example, I have drawn a dinosaur with a long tail. Can I define bones for this tail to animate it easily, or have I to cut it in small sprites, and then animate each of them with a bone in Spriter?

    I know Spriter can do the painful solution, my question is to know if the easy solution of keeping a single-sprite with multiple bones deformating the sprite can be handled either by Spriter or Spriter 2 (if Spriter 2 is released and functionnal within Construct 3), or by Construct Animate.

    Maybe Construct Animate can do this kind of things? Or if not, is it planned that it can this kind of things in the future?

    Thanks for your help! :)

  • Hello!

    Just a small thread to announce that Healer's Quest released today on Nintendo Switch thanks to the portage from Seaven Studio.

    nintendo.com/fr_CA/games/detail/healers-quest-switch

    The game is still available on Steam of course.

    Thanks a lot to the Construct team for making this possible. :)

  • Thanks for the reply and the clarification about the problem in C3.

    I guess it means that there is no workaround in C2. :-/

  • Hi everyone,

    I'm using text objects for all the texts in my game, but many times the very top of the text is cut.

    It was already the case in the english/worldwide game, but for the Chinese audience, this is very problematic.

    Here is an example of what I have in my game (left) and how it should be displayed (right).

    Any idea how I can avoid that? Line height didn't seem to help, unless I'm misusing it...

    Switching all text to spritefont is not an option.

    Moving the text higher on the screen and adding newline& at the beginning of all lines is not an option (unless it's possible to append a text at the beginning of the text object, but I don't think this is possible) because there are thousands of lines which would need to be edited manually.

    Setting the vertical alignment to center is a solution, but probably means days of work, so I'm hoping for an easier solution.

    Thanks for your help!

    PS: I have this problem on a C2 game, but the exact same thing happen in C3.

  • I tried a remote preview on an iPhone 7 and the game crashed (reloaded from the beginning) so I guess there is an out of memory problem here. Though I already had these kind of reload problems with C2 on iPhones.

    I will try reducing the size of the spritesheet, thanks for the tip!

  • Hi everyone,

    Is there a way to deactivate the "shared" feature of spritesheets in Construct 3?

    This creates huge files and regroups object types that I don't want to regroup.

    I'm worried about this because this lacks flexibility, and my next project will allow any of the 50+ creatures to spawn on any environments.

    I'm currently trying to export my previous game Healer's Quest to C3 but I get a lot of problems with spritesheets.

    In C2, I was using a container layout regrouping many images. I understand this is bad design, and reworked it for the C3 version. I splitted the container layout into 20+ layout regrouping the objects by categories, those I need to use together on the same layout.

    I was very surprised to see that this had no effect on how the spritesheets are created.

    So I would like to know how I can manage spritesheet efficiently for this kind of games where any object can be used on any background.

    Honestly the C2 spritesheet system seems much more convenient for these games unless I'm missing something. Each object type simply has its sprite, which is what I need to achieve.

    At the moment, the memory usage for images on C3 is more than the double of the C2 version, even after doing my best to redispatch the object types on relevant layouts.

    I can't publish the game in that state, so if you have any further advice on how I need to manage spritesheets, they are welcome. (other than "create a layout for every level and put the object you need on them", as I'm ALREADY doing this, the object that are on the containers/dedicated layout are those that I may need on any of the 250+ layouts)

    May I also suggest to add a hidden option to switch the spritesheet system to the C2 one, because games exported from C2 simply cannot run if they weren't designed the C3 way.

    Thanks!

    Just to say, for some reason I didn't get a single crash since I'm using r275.

    Not sure anything has changed in the editor or if it is my computer but I used C2 for long periods (hours) and it has been completely stable.

    Anyone else noticed this?

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  • Hi everyone,

    This problem rises again, and a publisher would like me to get rid of these black bars so that the game is optimized for iPhone X.

    I tried again yesterday, and the black bars are still there.

    C2 preview:

    Simulator result in Xcode:

    So I had to sent them my Xcode project and they've put one of their tech-guy on the problem and here is their feedback:

    "According to our technical colleague, the LaunchScreen fucntion (or can be called launch image) seems can solve the black bar issue."

    "Zheng, our technical guy, said he found the launch images of all devices are included in the Xcode project, so he assumed the problem comes from Cordova project. He foud a pluin in GitHub, please check if this is helpful: github.com/innowatio/cordova-ios-fullscreen "

    I have no idea how I'm supposed to use this github plugin, and I am not sure it can be useful to a Construct 2 user.

    Maybe it can help Scirra fix this problem?

    Any advice on this?

  • Thanks for the reply, at least I know what to tell them. :)

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Rable

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