Ashley's Forum Posts

  • We're hoping to add drawing tools to make this easier in future. In the mean time you could try asking the developers of these apps to enable proper alpha support! It's really old fashioned to not support alpha. There should at least be an option in the program to export your artwork with transparency using a color key. As I said, Construct 2 itself does not use any color key.

  • Use the 'set vector Y' action. A negative Y value will make them jump up, even if not on the ground. So if your jump strength is 500, setting vector Y to -500 has the same effect. To stop them being able to jump infinitely, you probably want to set a flag when the player lands on the ground, and clear it when they do their double jump, and make sure the flag is set before allowing a double jump.

  • Great example b781rev! One thing though - on this line in the PHP:

    ysql_query("UPDATE ajax SET ajax_score = '$score', ajax_level = '$level'

    WHERE username = 'b781rev'");

    I don't know PHP very well, but it looks vulnerable to a SQL injection hack. If you request the AJAX URL with this for the score:

    0';DROP DATABASE;

    then you substitute that in to the SQL command and it wipes the database. You should be very careful about SQL injection - many, many sites have been hacked by that.

  • The disappearing thing is a little bug, it's fixed in the next build. It actually disappears for one tick only, but if nothing else is going on then the screen is not redrawn.

    If you need mirroring not based on changing the angle, I think the easiest thing to do is actually just to mirror it in the animation editor and set the animation.

  • Oh, if you want to display the framerate, just use the fps system expression! E.g. set text object text to fps

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  • Can you link us to the game so we can try it ourselves? Possibly provide the .capx too? Which browser are you using as well? Is it any better in different browsers?

    You might be interested in the article Delta-time and framerate independence which shows you how to make a game keep running at the same speed even if the framerate dips.

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  • HTML5 canvas doesn't support negative widths or heights so I had to change how it works - now it uses the angle. As Kyatric says it only works in HTTP preview mode - if you are still having issues maybe post your .capx?

  • As the text suggests ("Cannot move event sheets between projects yet") this is something that is simply not implemented yet. Hopefully it will be added soon.

  • Like I thought, the text object isn't big enough to display the actual number "3.6000000000002" as zenox showed.

    Computers cannot do fractional calculations with infinite precision, because that would require infinite computing power, so there are always small errors. Try setting the text object to:

    round(Speed * 10) / 10

    to only display one decimal place. In the next build I'll add some degree of rounding in the text object itself so this doesn't happen.

  • ventzx, just FYI, the latest build (r62) is up now with those features.

  • Hmm, might be a bug - I'll see if I can fix this for the next build.

  • > I think this is caused by the Auto-mirror setting. The image is not mirrored until the first time it is used (the first time you move left).

    Out of curiosity, why is that? Why not mirror it at the start when it finishes loading?

    I was worried that the game could freeze for a long time on startup if you had a lot of objects using auto-mirror or auto-flip. However, I guess it would be better to do all the mirroring and flipping on startup anyway. I'll change that for the next build.

  • The PNG file format supports alpha transparency. That's the modern way of doing transparency - using a "color key" is a bit old fashioned, but some graphics editors still don't properly support alpha transparency.

    Try Paint.NET (unfortunately there are tonnes of scummy adverts designed to trick you, so here's a direct download link). That properly supports alpha transparency.

    Graphics Gale might also as well, but I've never used it.

  • I wouldn't call that Physics, since we generally mean the Box2D Physics behavior when we talk about Physics in Construct 2.

    That effect looks like it can be achieved with the Bullet behavior - add some gravity and enable 'set angle'. If you spawn a bunch of those objects, they should fall to the ground while pointing in their direction of motion.