Jaydon's Recent Forum Activity

    Please refrain from using the elevator just in case you might get stuck and no one to announce the news.

  • Ashley

    What about moving walls and moving platforms or move them on an axis every tick also counts as movements, which aren't meant to be used too? This might be a little too much to ask but my platformer works with climbing big moving wall-like platforms and seeing my player jumps higher on one side of it and shorter the other was really out of my expectation. I never made my player a solid behaviour either. Having my game as low resolution just augments this inconsistent effect even further.

  • Problem Description

    Make a plain Sprite with Solid, size it tall vertically.

    Then make a second plain sprite (any size) with just CustomMov/Platform/8Direction behaviour.

    Finally, move the first sprite with any method/way towards the 2nd sprite either left/right. (You can even get the solid sprite with any movement behaviour). Colliding it would push the second sprite with it, BUT notice it is not pushed in the same direction but rather upwards or downwards. Pushing it left would caused the pushed sprite to be going downwards and vise versa.

    *If you want to reproduce this with platform behaviour, have the gravity = 0.

    This bug was discovered when I was having my player jumping up with platform.vector y on a moving solid wall to the right will cause it to jump up super high and I wondered why it doesn't do that on the other direction to the left?

    Attach a Capx

    download https://www.dropbox.com/s/pxo1sejyezyhyr1/solidmovementbug.capx?dl=0

    Description of Capx

    A Capx with just 2 object sprites with behaviors as stated above.

    Steps to Reproduce Bug

    • Move the green tall sprite with arrow keys LEFT and RIGHT.
    • This will push the yellow sprite and reproduce the bug.

    Observed Result

    Pushed sprite doesn't get pushed in the same direction, but rather weird anti-clockwise results.

    Expected Result

    It should be pushed in the same direction! if it was pushed from the left, it goes left. And if it was pushed from the right, it goes right with it.

    Affected Browsers

    • NW.js: YES
    • FireFox: YES

    Operating System and Service Pack

    Windows 10 Home Single Language

    Construct 2 Version ID

    r241

  • I hope this behaviour gets some updates too.

    Current issue:

    The shake behaviour affects globally to any objects with this behaviour when either is triggered.

    Request:

    Triggering by individual instances.

  • rexrainbow So you are implying Firebase would come to an end soon?

  • I have been relying on this service and now I have to either migrate or move on to another service.

    rexrainbow previously made the parse and firebase plug-in. What are the alternatives for Construct 2?

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  • Did that a while ago

    Panning.capx

    middle mouse click to pan

    Yann Possible to adapt with different layout scale? Pan doesn't have mouse.X("layout"), mouse.Y("layout") which takes current layout scale into account. I want it to scroll absolute with the mouse in different layout scale. It will be great for implementing with zooming!

  • Spot on! That's what I'm looking for! This is really a hidden gem

  • At first I thought my 1024x1024 png was the cause and then I re-sized them and still won't work. Setting PNG re-compression to NONE seems to fix the problem.

  • I was so happy that I had this until I realized it just breaks my project in exporting. The exporter will stay stuck at the spritefont images... Anyone mind finding out about it? I can't figure it out why is it a problem?

  • Yann in your example capx, the player moves forward with any direction key is pressed. What if I intended to have the player change direction rather than moving forward. If the player faced the direction it is moving, it will then move forward on direction key pressed.

    Key hold more than x ticks - moves forward

    else - only change direction (no moving forward)

    I've tried different approaches to this but I've sort of stuck. Do let me know if you need more explanation. You can take Pokemon grid movement as an example.

  • I believe this happens to all keyboard input when it comes to loosing focus. In my case, any event that uses [When Key is down] will cause the key to constantly hold when looses focus even when the key isn't physically held down any more.

    EDIT* It may happen to consoles too

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Jaydon

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