alastair's Forum Posts

  • R0J0hound Wow, that's beautiful thanks a lot!

    I like your 2nd link in particular, the steer.capx is similar to a thought I had but yeah it uses quite lot more collision checking.

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  • I have a sprite moving at an angle, when it collides with a sprite I want to change the angle so it doesn't move through it.

    I want the moving sprite to basically steer the angle away alongside the wall so it glides past it rather than through it (no matter what angle the sprite or walls are when they collide). This is so I can make movement around obstacles smooth without halting.

    If anyone knows how math then please help! Thanks.

  • Most likely related to this 2 year old bug (fixed in r100): https://www.scirra.com/forum/viewtopic.php?f=152&t=70936&p=598242#p598242

    Frames of a sprite were replaced by other frames in the sprite after I rearranged them and then saved and previewed. I believe it must be associated with the bug fix from years ago?

    • Opened up a sprite with frames of animation in it
    • Using the mouse I dragged the frames in the animation toolbar many times so that they would all become before/after other frames
    • Saved the capx
    • Previewed the game and noticed some of the frames were messed up and duplicated (I thought I had made some mistakes in my code)
    • Opened up the sprite again and noticed many of the frames of animation were moved/gone/replaced/duplicated

    What the frames looked like before I saved (and after I remade the sprite):

    What looked it looked like after I saved (the bug):

    As you can see, after the bug occurred nearly all the frames had been rearranged into a different order and some of them had their image replaced by other frames.

  • Oh right, yeah that makes sense. Thanks.

  • What is the difference between the settings "relative" and "absolute"? I couldn't see an explanation on the front page or in the extension itself.

  • I often run my "storage" layout a lot after making changes to my code, and it's frustrating (I never ever want to "Run Layout" when on this storage layout). Is it okay if we could get a setting for Previewing/"Run Layout" that lets us choose between "last active layout" and at least "First layout" if not a layout of our choice? Little things that help workflow like this help a lot in the long run. Thanks!

  • It's long dead.

  • 1gb+ is most popular, 512mb is probably a good limit goal (~13%), and about ~5% have less than 512mb.

    http://store.steampowered.com/hwsurvey

  • Thanks, it's quite a regular hindrance.

  • Doesn't matter how many you have when you're still learning the program, but for me now I focus on finishing 1 project at a time (and a weekend hobby game :p).

  • Layout. russpuppy Johan Hargne!

  • If it's as good as node-webkit, then it might be good option for a Linux export (although maybe I should just look for tutorial on how to get node to work on linux, haha).

  • Yeah, I think you're right. It'll probably still look reasonable!

  • Are you making the sprite sizes based on a 1080p resolution (then scaling the game from there)? I'm going to get a 2560x1600 res screen soon, it'll be interesting to see what 1080p 2D stretched games look like on it and whether it remains crisp enough.

  • So does this mean there will be a huge whopping CPU speed boost to our games across all computers and mobiles? It's not very clear to me.