Prominent's Recent Forum Activity

  • Anyone having issues with trying to mirror/flip a q3dsprite? It's not working for me, and I'm not sure why.

    Setting the x or y scales to -1 doesn't do anything either.

  • Problem Description

    Project crashes immediately when debug is ran with NW.js

    If the tilemap object is removed, it stops crashing.

    Attach a Capx

    http://www.filedropper.com/alextemplatebug

    Description of Capx

    Has a tilemap in it. Doesn't do anything, except crash.

    Steps to Reproduce Bug

    • Run debug in NW.js

    Observed Result

    Crashes

    Expected Result

    Not crash

    Affected Browsers

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

    Operating System and Service Pack

    win vista

    Construct 2 Version ID

    206

  • I have the same error as Dismach . Alex Please correct the error because it does not work .. Construct r206

    Movie , Discmach , I've found the event that causes it to crash. I'll try to fix it. I'll let you know when it is fixed.

  • I think I found a bug: Set graphic mirrored doesn't mirror the graphic. Same with flipped. I used a q3d sprite object and setting it mirrored in the events doesn't make it appear mirrored.

    It's also being animated if that matters (I wouldn't think so).

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  • Can I use animated 2d sprites in the 3d scenes? Or flat planes with animated 2d textures?

    Are there any tutorials/steps on how to do that?

    Edit: I just read the features, and seems like it is possible. I think I'm going to buy this and try messing around with it.

  • I can't fix it without knowing what the issue is. Since scirra updated the physics, it seems it must have introduced some issues. So they'll need to provide us with some info on how to ensure previous projects work on the latest version of Construct 2.

  • , it has been a while since I have looked at the events. Sliders could be added, but at the moment I don't have plans to implement it since I am busy with other projects. As to sale, I'll consider it. I haven't been active around here in months, so I'd need to look at what is selling, etc.

    Madrasmadnes , Thanks!

  • It'd be cool, but there'd have to be a way to organize everything so it wouldn't become a mess.

  • I have a random question. Should we be using dt whenever we apply a force? I'm confused if physics is at a fixed timestep. If timestep is 1/30, that means if fps is 60fps, it would update twice per frame(120 physics cycles)? if it is 30fps, it would still update twice per frame(60 physics cycles)?..

    hm.. If that's the case, then apply dt to forces is necessary, unless I'm not understanding it correctly.

    edit: also, if that's the case, then gravity would change based on fps?

  • 7Soul , yeah.. Ashley never said it was impossible, just that is would be difficult. I got the impression they just didn't want to fix it. So perhaps they could be feeling differently now. Maybe they'll get nudged towards looking into it.

  • They won't fix this, I brought this issue up in the past.

    you can read ashley's response there.

    I wish they would fix it though.

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Prominent

Member since 28 Apr, 2012

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