Ashley's Recent Forum Activity

  • Good ideas. However, if the units are changed to pixels per second like everything else, which would be nice for consistency, all existing physics based apps would change and need their values changed. Are you happy for this to happen?

  • Man, that's dirty tactics by the marketing team... still, my 8800 GT is absolutely amazing, and will keep me happy for a few years yet...

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Google has released their own web browser, called Google Chrome.

    I gave it a quick spin, and it looks like early beta stage. A few things are notably absent, such as using smooth scrolling, open bookmarks in tabs, and some parts of the UI are a bit confusing (can't I have a bookmarks dropdown without a whole toolbar?), but overall it looks extremely promising. It's by miles and miles the fastest for javascript, which is important for modern web apps, and it adopts a very interesting process-based runtime for tabs and a tabs-top UI. If it had everything Firefox 3 had, I'd definitely use it - but it doesn't just yet - so I'm not switching over right now. But I think within a year or two, this will be the browser to have!

  • Hmm... well, what happens is the 'Bounce off solids' option in the ball movement, when ticked, automatically moves the object off the solid and changes the direction. Because it's moved off, by the time the 'On collision' event comes to be tested, it's still not overlapping.

    Deadeye's solution could work, or you could try turning off 'Bounce off solids' in the ball properties. You can then add an event - ball collides with sprite - and add the 'Bounce off object' action in the ball to bounce it off. Then you can add your own actions to the event as well, like playing sounds and incrementing counters. I just tried it, though, and the collisions are a little less accurate this way. You might need to make the bullets slower.

    I think I can fix this for a future build though - so if the ball registers a collision when deciding if it should bounce, then it should also register a collision in the events. This might get physics objects to register collisions as well...

  • Download 0.97.2 now

    This build corrects some of the issues in the 0.97 release, notably problems with the Particles object (included hotfix), problems with included event sheets, and miscellaneous other changes.

    Construct is developed free of charge by volunteers. You can support Construct's development by donating via the button on the main page.

    Here's the full changelog:

    Behaviors

    • [FIX] Platform movement: 'Set gravity direction' action displayed wrong text

    Event wizard dialog

    • [FIX] Crash selecting tabs for behaviors and effects

    General

    • [FIX] Included events did not always work the same as their equivalent in the same event sheet
    • [FIX] Crash after clicking 'Edit families' in the 'Add family' dialog
    • [FIX] Ribbon left blank after a 'Save your changes?' messagebox in the 2007 themes
    • [FIX] Deleting a layout ensures nonexistent object type names become available again
    • [CHANGE] You are prompted if you import a .cap from an old version of Construct and hit save. This will prevent you from opening the file in the older version, so it gives you the option to save-as instead.
    • [CHANGE] A more polite error message if you try to open a .cap file from a newer version of Construct (this will only be useful in future since old builds won't do this)

    Included hotfixes

    • [FIX] Particles object: crashing applications

    Picture editor

    • [FIX] Crash undoing a moved selection

    Plugins

    • [ADD] Plasma object: new colour controls which allow for better flame-like effects
    • [FIX] Particles object: one-shot was not working
    • [FIX] Crash in Plasma object

    Runtime

    • [FIX] Crash calling a function from any looping condition
    • [FIX] System object: 'On advanced collision' / 'On advanced overlap' did not have intended effect
    • [FIX] System object: 'timer' expression now starts from zero (previously started off with the time it took to load)
    • [FIX] Crash changing layouts with global objects
    • [CHANGE] System object: 'timer' expression now returns a float. This allows for timer-based code to still act smoothly at very low timescales.
  • Oops, we'll try and get that fixed soon. As a workaround, if you left click an already selected condition, you get popups allowing you to insert a new condition above or below the selected condition, and they work correctly. This works for events and actions as well.

  • After the Create Object action, add a Sprite4 action and select the Ball tab. Set angle of motion to:

    angle(Sprite4.X, Sprite4.Y, MouseX, MouseY)

  • OK, I've fixed the crash changing layouts for the next build. It was because of the global objects. One-shot mode in the particles object is also fixed.

  • Insert the mouse & keyboard object, and you can detect if the user has clicked on an object.

    Areas of transparency don't count as being able to collide or be clicked on. Are you sure you're not clicking a transparent area?

    Finally, you could upload your .cap file so we can take a look.

  • U and V are called the texture coordinates - they define which point of the texture graphic is associated with that x,y point. This allows you to change which part of the texture is shown at that point - rather than where the point itself lies. I can understand if its confusing though, because so long as the UV point is the same as the XY point, the texture displays undistorted.

  • #2082656 - by kotakotakota - there's no file attached to this one, was this one of the files that was emailed to me and crashed due to the particles object? If so, I can mark this one as fixed.

    #2083035 - this is an example of a useless bug report! There have been a few like this. Pasting in an error message is not helpful. I know what the error messages are because I write them in the source code! I need to know the circumstances that led to this, reproduction steps, and preferably a .cap file that demonstrates the problem reliably. Otherwise, bugs like this will just be closed with no resolution.

  • one thing i did think though, surely instead of timedelta you can just have whatever constant you wanted?? - then you could change it whenever...

    Set the timer FPS to 1, and timedelta will return whatever the time scale is.

Ashley's avatar

Ashley

Early Adopter

Member since 21 May, 2007

Twitter
Ashley has 1,427,606 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x108
    Coach One of your tutorials has over 1,000 readers
  • x62
    Educator One of your tutorials has over 10,000 readers
  • x3
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x36
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs