Jase00's Recent Forum Activity

  • Link to .capx file (required!):

    dl.dropbox.com/u/7765312/Hotspotglitch/Hotspotglitch.capx

    Steps to reproduce:

    1. Go into the .capx

    2. Check out the objects animations that's in the .capx

    3. Notice the hotspot X value is 25 on both frames (which are both the same frames, just recoloured), BUT the hotspot ICON on the image is different for each frame!

    Here's the first frame

    dl.dropbox.com/u/7765312/Hotspotglitch/gl1.png

    Here's the second, recoloured frame

    dl.dropbox.com/u/7765312/Hotspotglitch/gl2.png

    Here's the previous two images blended together to show the difference of the hotspot.

    dl.dropbox.com/u/7765312/Hotspotglitch/gl3.png

    Observed result:

    Hotspot is lying to me!

    Expected result:

    Hotspot to be placed correctly according to the number given.

    Operating system & service pack:

    Windows 7 Home Edition 64 bit

    Construct 2 version:

    [R117]

    Not quite sure how this happened, was loading images in and they are all same size and I typed in numbers for the hotspots and I noticed ingame that one of the images was mis-aligned. I checked the images hotspots and they were all the same, so I just tested the game again and still this random frame was incorrectly aligned. So I checked again and realised the actual image of the hotspot icon in the editor is actually a pixel along EVEN THOUGH the Hotspots X position is the same! I bet you a fiver that it's something to do with float numbers and it's getting rounded.

    Thank you for your time!

    Edit: I should also note that this has happened to me twice before with different sized images. I notice that the numbers are correct but the character is a pixel out of place... iirc just moving the hotspot fixes it's alignment I think.

  • I totally agree with 4)

  • BluePhaze Yeah I guess so. Regardless of how it's done, I hope it comes about soon ^.^

  • I sure do hope that C2 will be capable of some sort of further Z ordering manipulation.. :)

  • That's an awesome method, though it wouldn't work with what I need it for.

    I have characters that have items of clothing on them that can be changed, and some of the frames of the character involve shifting certain parts of the body/clothes to certain Z Levels (One attack would have the arm go in front of the characters head, and another attack could go behind it) Not to mention that there is multiple characters that will have this, so if one character does an attack then stands in front of another character, all his clothes will overlap the other character incorrectly and whatnot. Making ordered events that put the characters clothing to "Move To Top" every tick to correct their order seems inefficient (That's my current workaround though). :)

  • I hate to bump this, but, I'd REALLY benefit off of this feature. Just a simple "Move above/below sprite" action would be a total lifesaver (although I'm guessing it's not the easiest thing to do in terms of coding C2's software? Or maybe it's not being added as soon since it's petty and not many people will use it? Iuno) But yeah I hope something like this gets implemented. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Ohh I see. Thanks for checking it out :D

    I reckon I could try and make a workaround involving testing the ground collision separatly from wall collisions, or just try to avoid having to intersect jumpthrus by using solid slopes like you said.

    Thank you for your time!

  • Ashley, I am sorry to bring up a glitch about your platformer behaviour, I am aware from previous threads that it is heavily complicated.

    Maybe this glitch was by design perhaps, but again, sorry to be a pain. But, here goes:

    Link to .capx file (required!):

    dl.dropbox.com/u/7765312/Jumpthru%20glitch.capx

    Steps to reproduce:

    1. Hold RIGHT on the Capx provided.

    Observed result:

    Walking up the slope and reaching the behind JumpThru platform causes the player to collide with them as if they were solid.

    Continuing to hold RIGHT as you go up the slope and get pushed downwards causes you to not collide with the SECOND slope. (You must land on solid ground before the second slope seems to regain collision or something)

    Walking up the second slope shows a reasonable sort of platform scenario that makes this glitch noticable. Having a character that has platforms behind them or scenery behind them that they can walk past but also jump on top of may cause problems when slopes are involved. As observed, if the platform ISN'T sloped and is overlapping jumpthru's, it behaves fine.

    Expected result:

    Should be able to walk up slopes without getting pushed downwards.

    Construct 2 version:

    R116

    Thanks for reading!

  • I remember reporting this before quite a while ago heh, but yes, same happens to me aswell. I wish I could give more information but to me it just seems unpredictable, sometimes it closes and sometimes it requires task manager to close. t.t

  • You're a saint <img src="smileys/smiley16.gif" border="0" align="middle" />

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  • Isn't a capx just a text file?

  • Link to .capx file (required!):

    I feel this doesn't require a capx file. I understand that they are needed for bugs, but this literally requires making a textbox and that's it.

    Steps to reproduce:

    1. Have a textbox object.

    2. Create any condition and create an action for the textbox.

    3. Clicking "Set Focused" doesn't give the option to set if it's unfocused or focused.

    Observed result:

    No option for setting the textbox focus.

    Expected result:

    An option to choose between focused and unfocused.

    Construct 2 version:

    R[116]

    I really don't know if this was meant to be, but I require it to unfocus and trying to workaround by disabling to temporarily unfocus but then the player can't regain control of the game unless they click onto the game.

    Again, sorry for no capx.

    Thanks for reading!

Jase00's avatar

Jase00

Member since 5 Jan, 2012

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