Prominent's Recent Forum Activity

  • Ashley , have you tried dragging one to the other object, and not just the one it is next to? One should be able to pin to both, not just the one it is next to. Then drag the blue objects to move with the pin attached.

    For me, one only gets pinned to the object is spawns next to, but it should pin to any of them.

  • Here's a simpler capx that isolates the issue..

    [attachment=0:pfnjuekh][/attachment:pfnjuekh]

    Drag the brown object to the other blue object to pin it.. It displays correct UID, but it gets pinned to the incorrect object.

    It appears as if it isn't taking into account the relation of the containers (sprite3 should be picked with the sprite2 that family1 collides with).

    from the manual:

    "If a condition picks one object in a container, every other associated object in its container is also picked."

    But it's not pinning it to the picked object.

  • Problem Description

    Object won't pin to another object.

    Attach a Capx

    [attachment=0:25l0adz3][/attachment:25l0adz3]

    Description of Capx

    The capx has two objects that you can drag into containers with slots.

    Steps to Reproduce Bug

    • Drag the right object onto a slot in the left container.
    • Drag that container around. Observed Result The object doesn't get pinned to the slot. It incorrectly gets pinned to the other slot object in the other container. I have it so that the uid of the slot gets displayed in a Text object, you can see the corrent UID get shown, but in the debug, the incorrect UID is used somehow (see the pinned object property in debug) !? Expected Result It should get pinned to the slot in the left Container and move with it. Affected Browsers
      • Chrome: (YES)
      • FireFox: (YES)
      • Internet Explorer: (YES)

    Operating System and Service Pack

    win vista sp 2

    Construct 2 Version ID

    r193

  • woah, that's cool. I was recently wondering how to do a sonic loop.

  • You might have to work on some projectile equations/math to get it working the way you intend.

    moving along the x and y axis at a constant rate, while offsetting the missile in the y axis.

  • timing the jumps/floating was tricky. I think that could be improved, maybe an indicator showing when the floating would run out, or maybe if you made the floating more responsive it would be easier to control. That's the main thing that bothered me.

  • that's pretty cool. I was under the impression that you couldn't alter a model's vertices with that plugin, or add remove polygons. How are you editing the cube?

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  • Took a look at your collision example and just wanted to say that I'm looking forward to utilizing these features, it will be very useful having collision data! Haven't had a chance to fully get into using this yet, but I will.

    I plan to remake some stuff I made in the past with box2d to see how it compares.

  • , okay, I found what was causing it..

    I had the rotatable property set to true in the edittime.js:

    "rotatable": true, // only used when "type" is "world". Enables an angle property on the object.

    for some reason it was creating the error. I don't know why.. so I set it to false, and now there is no error.

    btw, I never received that error in r190.

  • okay, I discovered the error pops up when I try to add a custom plugin I made. It seems to be related with the plugin..

    Any suggestions on how to fix my plugin?- what does the error mean?

    plugin still seems to function correctly btw..

  • Problem Description

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Plugin of non-world type specified 'rotatable'

    Condition: !(plugin_type == era::pt_objecttype && rotatable)

    File: Projects\ObjectType.cpp

    Line: 37

    Function: __cdecl ObjectType::ObjectType(class Project &,class ObjectFolder &,class Plugin *,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,unsigned __int64)

    Build: release 192 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    if I hit retry, it opens

  • Excyis , Put the ShadowLight object on its own layer, and set the layer's opacity instead of setting the object's opacity.

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Prominent

Member since 28 Apr, 2012

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