Jase00's Recent Forum Activity

  • Ashley

    Hah yeah looks like your right, instead of using "Set Y" and using impulse to push it upwards, it works fine! However, and I'm guessing this is just a physics limtiation, but upon adding another object (and a few "ForEach" actions), it seems that all objects will copy the last objects collisions. Capx

    Out of curiosity, howcome the physics behaviour allows you to disable collision from individual objects, whilst the general collision for sprites only allows ALL collisions to be enabled or disabled?

    I've come across 2 different scenarios where fine control over collision would be really useful, one involving regular collisions, and one for physics collision.

    1. Jump thru + physics. My platformer game has objects scattered around with physics behaviour that can be thrown about. The game is working very well (fully aware we should never combine physics+platformer behaviour :P), but if there is a Jumpthru platform (which would have immovable physics behaviour on it), the object wouldn't be able to go through the platform as it's travelling up. Having control over the collisions would allow me to disable collisions with jumpthrus whilst the object is travelling upwards, and enable them when travelling downwards!

    2. Portal style game. One major important thing would be disabling collisions with walls/floors as one is overlapping a portal, but not disabling all collisions as there needs to be a small amount of collision on the edges of the portals (Otherwise when you overlap a portal, you'll just fall). I ended up making a platformer engine with JUST physics to try and make this miniature portal game, and the collisions were crazy and seemed very unpredictable. I should have kept that capx but gave up and didn't save it :P

  • I apologise if this has already been reported or is just a known problem with no fix, but it's popped up in three different cases for me, and it's reproducible. :P

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/7765312/C2/BugPhysicsEnableDisable.capx

    Steps to reproduce:

    1. Open Capx.

    2. Watch as the blue square falls through the top platform.

    3. Click "Set Y to 0" to move Blue square back to top

    4. Watch as the blue square now lands on the top platform (should fall again)

    (I tried Trigger once, and foreach loops, all give the same result as this)

    Observed result:

    After moving the square back up, it will always land on the top platform

    Expected result:

    Blue square should ALWAYS fall through the top platform and land on the bottom.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: no

    Node-Webkit: yes

    Operating system & service pack:

    Windows 7 64bit

    Construct 2 version:

    r150

  • It's possible to construct one using a lot of points in a collision polygon, which is highly inefficient considering the high point usage, and would probably be a good idea to just use a few different sprites to create an enclosed area. I personally don't know if I'd ever use this feature if it was added, but I definitely would find multiple collision boxes with tags to be useful! (which also has it's own workaround already, by pinning other sprites onto one object)

    Here's a capx of the (not best) workaround to make a hole in the collision mask (when making one yourself, make sure to put the overlapping collision points exactly over eachother, under/overlapping the area in a collision polygon will cause it to not be detected.)

    dl.dropboxusercontent.com/u/7765312/C2/HoleInACollisionBox.capx

    Hope this was helpful!

  • The link to blackhornets' application for spacing is what I use! When you are using that application and save, it creates a .txt and .xml file, which aid in giving you the easiest route to doing the individual character spacing in Construct 2, by either following the .txt and manually adding events, or importing the .xml file (I do the manual method).

    Everything works pretty fine for me really! It takes a bit of fiddling around if you wanted to add effects to your font before you import it (like glow effects) as it leaks onto other characters, but it's all pretty straightforwards after you figure it out once. I've managed to get neat looking spritefonts without too much hassle!

  • I updated the demo version on the Scirra Arcade, and made another video :)

    [tube]http://youtu.be/i1rjPg6vbGw[/tube]

    I appreciate the feedback that I have received! I get uber shy when it comes to showing off stuff!

  • I'm a UK student using Construct in a BTEC level 3.

  • I honestly would adore the option to cap the framerate. There's a big difference in gameplay comparing "30fps" to "randomly changing between 40-50fps" gameplay.

    I have a computer I test with sometimes and when it's running between 40-50fps, I wish I could cap it at 30 to keep it remaining smooth.

    The idea of uncapping for benchmarking is pretty nifty too, although not the main focus.

    I totally understand the fact that dt makes it so that the game runs the same regardless of framerate, but there certainly is stutter and difference when the framerate is constantly fluctuating.

    EDIT: To combat the "What if it ruins the experience for the users with better hardware that CAN fun 60fps", what about (not that I think this is an easy solution or anything) but a Framerate rounder? If the system keeps detecting that the fps is between 40-50, then it would round it down (Exactly like how FRAPS works when you record in a high framerate and then the game experiences lag, it forces the game's framerate down to 30fps)

  • +1!

  • No crashes here so far!

    EDIT: Been using Construct 2 on my main project for around 3 hours, using the image editor a few times importing images, lots of event work, layout work, running the project (so basically, using all the primary functions of C2) and I'm happy to report that I got no crashes, and upon closing construct 2, it closed instantly without a hitch!

  • It's very interesting to see the different music and different reasons to why one listens to particular music (or not :P) when they are developing! I've taken a liking to the radio stations that jojoe mentioned, pretty awesome!

    Another thing I tend to do, is use Winamp + "Pacemaker" plugin, which allows you to alter the tempo/pitch of an audio file in realtime. I would lower the pitch slightly, and the tempo slightly more, gives a whole new spin on how the music sounds (It can make most songs feel more chilled and less distracting as they are slower!). It works for Rock music very well in my opinion, just got to adjust it right!

    I believe this is how mediocre "Nightcore" remixes are made, so if you like Nightcore, you'd probably really enjoy doing this! <img src="smileys/smiley16.gif" border="0" align="middle" />

  • I did notice this!

    I always thought it is because the Platform Behaviour is constantly figuring out angles with SIN and COS, (which makes even old calculators lag badly when using lots of those in one equation), but having it figure out angles, 60 times a second, multiplied by the amount of enemies, it comes to about 600 times a second!

    Though that's just an idea, I may be very wrong. Though if right, there should be a way to disable the angle stuff if the angle is 0.

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  • Hey, I tend to keep Firefox open constantly with lots of tabs, and I'd be logged in on the forums here and post around and stuff.

    But recently, I randomly end up logged out (I ALWAYS click "Remember me", and continue to do so each time I re-log in). I'm not closing Firefox, I'm not touching cache stuff or anything, I just go back to the Scirra tab, click on a link, and realise that I'm suddenly logged out.

    Is this a website issue?

Jase00's avatar

Jase00

Member since 5 Jan, 2012

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