Prominent's Recent Forum Activity

  • Problem Description

    When duplicating a layout with more than one layer, it will always choose layer id 0 as the default active layer regardless of whether the duplicated layout has a different active layer chosen.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gTbWU_Xl73sZS5nr

    Description of Capx

    Layout with 3 layers. Layer id 2 is the default active layer.

    Steps to Reproduce Bug

    • duplicate layout
    • check active layer of the new layout

    Observed Result

    The active layer of the new layout is layer 0.

    Expected Result

    the active layer should be layer 2 (the same as the layout it was duplicated from)

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r227

  • Problem Description

    as described in this report: viewtopic.php?f=152&t=177878

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gTVSgqGFDB9qjAha

    Description of Capx

    plays music at start of layout

    Steps to Reproduce Bug

    • run as nwjs, close, check windows task manager open processes.

    Observed Result

    nwjs is still running after closing.

    Expected Result

    to close completely

    Affected Browsers

    • Chrome: (YES)

    Operating System and Service Pack

    win vista sp2

    Construct 2 Version ID

    r227

  • Ashley, there should be a way to carry-over the layer properties without the objects. This is the point I'm making.

  • Hm.. yeah.. I just tryied to reproduce in a new project, but it works as intended with collision polygon.. I have experienced what you experienced though.. so I'll try to figure out what is happening..

    edit: I can't seem to figure out how to reproduce either.

  • You'll have to create your own collision responses, etc.. Or use a container and have a sprite object for every q3d sprite, and position the q3dsprite to the location of the regular sprite, then reference the regular sprite for any collision stuff.

  • yeah.. I've noticed this too.

    Overlap seems to disregard the collision polygon and just check the square image dimensions. I figured it was just how construct2 handles it..? But it would be good if there were another condition that checks whether the polygons are overlapping.

  • Prominent can you reupload the example file please? The links are dead!

    that link still works for me.. but here's a new link anways.

    https://1drv.ms/u/s!AhHSZHEulqh_gSwz5N36ab9E-zgq

  • I managed to get some working qfx shader files in the past..

    I took out the fragment code in this one, so it won't work until you add some actual shader code.

    Also, I think q3d has a texture uniform already created.. and creating your own texture uniforms requires some editing of the plugin.

    Basically, the shader stuff was to be rewritten, according to Quazi, and I was told it's probably not a good idea to use it.

    <shadertype>ShaderMaterial</shadertype>
    <uniforms>(function(){
    	var uniform = {
    		uniformCall : function(){
    			return {
    				texture: { type: 't', value: new THREE.Texture() },
    				amplitude: {type:'f', value: 0},
    				textureWidth: {type:'f', value: 256.0},
    				textureHeight: {type:'f', value: 256.0},
    				u_time: {type:'f', value: 0},
    				u_resolution: {type:'v2', value: new THREE.Vector2() },
    				camPos: {type: 'v3',value: new THREE.Vector3() }
    			};
    		}
    	}
    	return uniform;
    	})();
    </uniforms>
    <vertexshader>
    varying vec2 vUv;
    varying vec3 vNormal;
    
    void main() {
    
    	vUv = uv;
    
    	//vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
    
    	//gl_Position = projectionMatrix * mvPosition;
    	gl_Position =   projectionMatrix * 
    					modelViewMatrix * 
    					vec4(position,1.0);
    
    }
    </vertexshader>
    <fragmentshader>
    	uniform float u_time;
    	uniform vec2 u_resolution;
    	uniform float textureWidth;
    	uniform float textureHeight;
    	uniform vec3 camPos;
    	uniform sampler2D texture;
    
    	varying vec2 vUv;
    	varying vec3 vNormal;
    	
    etc.. etc...
    
    </fragmentshader>
    
    [/code:9q3sbrrq]
  • look nice

    this game looks something like TRINE

    Like Trine? That's a hell of a compliment

    Trine is amazingly beautiful, so thanks for the comparison

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    I actually have a suggestion for C3

    Ashley Imagine a maze with loads of doors and even more buttons opening those doors, spread throughout the whole maze. It becomes difficult to keep track of which object representing button is connected to which door. So I thought that it would be very neat to have a connector in C3 which would work like this: in editor you click on an object you'd like to connect while holding a shortcut key. A line is being created and you pull it with mouse to the object you want to connect it to. Now in events you have ability to create conditions using those connectors, for example For each button connected to doors, or for each doors connected to buttons, following by standards like doors variable = x: etc. would speed things up as well as make things in the editor easier to see.

    This is a great idea. It would help me a lot. Relationships between certain objects are a crucial aspect of game development, so anything that helps manage that sort of thing is a plus.

  • What sort of knowledge does someone need to have in order to use this?

  • ShinobiSlash I mean like an emulator that simulates a mobile device.

Prominent's avatar

Prominent

Member since 28 Apr, 2012

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