kingpirux's Recent Forum Activity

  • Problem Description

    The collision poligon that is shown for some tiled Backgrounds are weird...

    Attach a Capx

    [attachment=0:6lzwejhu][/attachment:6lzwejhu]

    Description of Capx

    The game works fine, but there is this weird collision poligon in some of my tiled backgrounds, that are shown in the editors mode with colliders on.

    THE PROBLEM IS WHEN LOADED. Once the project is saved and reopened the problem is solved.

    Steps to Reproduce Bug

    • Create a tiledbackground
    • Open a .png with transparent parts
    • Activate view collision poligons
    • Save and change the tiledbackground with other .png with different transparent parts

    Observed Result

    In the editors mode the tiled background creates a collision poligon very weird.

    Expected Result

    Bounding box in every tiled background

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    BETA 191

  • i uploaded screenshots since if you reopen the capx it's fixed

  • Problem Description

    The collision poligon that is shown for some tiled Backgrounds are weird...

    Attach a Capx

    Description of Capx

    The game works fine, but there is this weird collision poligon in some of my tiled backgrounds, that are shown in the editors mode with colliders on.

    THE PROBLEM IS WHEN LOADED. Once the project is saved and reopened the problem is solved.

    Steps to Reproduce Bug

    • Create a tiledbackground
    • Open a .png with transparent parts
    • Save and change the tiledbackground with other .png with different transparent parts

    Observed Result

    In the editors mode the tiled background creates a collision poligon very weird.

    Expected Result

    Bounding box in every tiled background

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    BETA 191

  • congratulations for this plugin

    There is an error in eventsheet option "Set Target" where "size" in target is missing (there is no souch option)

  • I'm getting it better now. my last question, why is the license per year and not fixed? I think i get the numbers, is like 1 dolar per day with the home licenses, but why we have to renew it if the students are going to be renewed every year already.

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  • Idea: Education Version can't remove Construct2 logo and link from loading screen that also includes Teacher's name ¿what about that to make it less open to abuse?

  • It doesn't have sense:

    Bussines edition: $399 FOR EVER

    Education: $260 PER YEAR or PER MONTH ? wtf?

    Bussines: Endless use for an entire team

    Education: every 5 students $85 minimum PER YEAR

    Bussines: You don't need to say you are using construct

    Education: You MUST show construct and do publicity and teach it so students that are paying per year then they MUST pay for a Personal Licence

    I know that you are aiming for economic porpuses but is a little bit hard to understand why Education Institutes that teach to use your software are in desvantage against a bussines,

    Right now it looks like the Education version is for one year use only, since pay for a second year is completly ridiculous (($260 + students)* 2= no way)

    I think that Educational institutes should be a one pay with a permanent version at the same price as right now, so the price per student doesn't seems like to take advantage from educators OF YOUR SOFTWARE...

  • i hope to christmass

    but is normal, everything is rising in the entire world...

  • I think more than one did this but i couldn't find it to put my vote.

    Right now the multiplayer is not very well fused with the construct2 workflow. I know it is a hard work and really difficult objective, and i'm sure you are already are working on it. But here are my ideas:

    My Ideas/opinions:

    Integrate the multiplayer with the rest of the Object Types. With the posibility to Sync groups of events that represents a player:

    "Assosiate SpriteX to peer": Construct already knows who is host and who is client, each peer have his own Nick. It is automatically binded to a peeriD. So it should be able to do a call like "SpriteX.multiplayerID(Nick,X)" so with this i know where is SpriteX for that PeerID, that "Nick." is automatically added if you have Assosiated that sprite. In this way all sync sprites that will be assosiated to a player will have autonomy without needing to say that in the events.

    We put all keys in one Group. Not dividing in host and client. For example a group called "Player Online Interaction"

    We do "Assosiate Group 'Player Online Interaction' to peer", in that group is all the Keys needed for the player to interact. Without saying "client" and "Host" because both knows who is who.

    With that we can sent keys if they are in that group. Example: If a peer Press "Left" it is automatically sent to Host, in the sync group ""Left" -> rotates SpriteX", the host just says "oH! Nick pressed "Left", pressing "Left" is to rotate SpriteX, so SpriteX with MultiplayerID=Nick rotate please".

    Reasons:

    • Why not sync keyboard directly?

    Because maybe the player have keys that doesn't affect the game for other players, like pressing F1 to show Help.

    • Workflow

    This is the most shocking aspect of the Multiplayer in construct right now, it is nothing like any other object in construct and it have no interaction with anything.

    • No need of 2 kind of collision checks

    well that. all sprites in the game have it's unique ID binded to his peer, so i don't need to check if it was a host or client, i just need to say "bullet collision with spritex with multiplayerID=nick" "MultiplayerID(Nick,points+1)"

    • Sync of Keyboard, mouse and touch in groups

    I didn't really get why is necesary to create variables to hold the keys that are pressing and then translate those keys in new events to represent that keypress.

    If i follow construct2 logic, if a key is pressed an event is triggered, in multiplayer there is Client and Host unnesesary, if i need 2 diferent player styles then it just in 1 Variable say "Im pacman" or "im gosht" or "im in the chat, so dont send keys now". There is no need to hold a variable to know every key was pressed, the Keyboard Object is doing it already. Example: There is only 1 event "if X key is pressed". It will not send any other key, because there is none event in that group needing it.

    • No need of extra events.

    Since there is no more need of sync variables and translating them again and dividing unnesesary groups, client will automatically transform all actions in events in the sync Group into "send what i pressed to host".

    • No other conditions

    To avoid lag bugs, in the client the events that have "key pressed"conditions will scape all other conditions, since they will be checked in host.

    • Speed up sync

    With this mettod, the host is the playing machine and client is a "dummy end", so all other variables, sprites and objects will be sync if needed, just like it is doing now but more flexible for the game developer to understand.

    this needs a litle more work on the idea but. its the idea

  • But i placed a control with "if tileset<2", it adds 1 to tileset each time is called, so it shouldn't be call at the third time.

  • Link to .capx file:

    heroesonlegends.com/runner.capx

    Steps to reproduce:

    1. Play layout

    Observed result:

    "Javascript error!

    too much recursion

    localhost:50000/preview.js, line 2385 (col undefined)

    This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer"

    Expected result:

    2 objects created side by side, triger by the last object created.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    W7 SP1 64bits

    Construct 2 version:

        161 64bits

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kingpirux

Member since 17 Feb, 2014

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