Ashley's Forum Posts

  • Ah, I see, I'll try and get that added too.

  • Just add an event like

    Sprite X position > 10

    -> Set Sprite X position to 10

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  • Thanks for the good report again, also fixed in next build!

  • We haven't implemented collision masks yet, sorry. It's on our todo list!

  • Thanks for the well-written report, fixed in the next build!

  • 3. As the gap between frames starts to get bigger, the delta between frames increases. Because I'm stepping the box2d world by this amount, it's stepping further in the physics world because the delta is larger.

    That sounds like the correct way to do it - you want to step the physics world further when more time has passed since the last tick. I guess there must be a bug in the way you handle ticks.

    I remember having a similar problem with the Physics behavior in Classic: the world needs to be ticked once per tick no matter how many instances there are. The solution is to keep a tick count in the behavior of the last tick number that the world was ticked. runtime.tickcount in C2 gives you the number of ticks that have passed so far, so your tick code per instance is something like:

    if (this.behavior.lastTicked < this.runtime.tickcount)

    {

    tickTheWorld(); // whatever function to advance the physics simulation

    this.behavior.lastTicked = this.runtime.tickcount;

    }

    This way no matter how many instances you have, the entire behavior is only advanced once per tick. I bet it speeds up when you add more instances because more than one instance is advancing the physics.

    ou should add an onDestroy callback sometime as well. It'd be a lot more easier. But thanks for that anyway.

    Isn't that exactly what addDestroyCallback is? Or do you need something else?

  • Use the project bar. Right click the layouts folder to add another layout, and double click a layout or event sheet to open it. You can have as many layouts and event sheets open at once as you like!

  • I think you've just reached 1000 reputation, which means you're trusted now :)

  • That's the one, it's in the default HTML for the next build! That'll fix it for anyone having problems right now, though.

  • Ah, I think I've solved it (thanks to StackOverflow yet again!). The page is being rendered by IE9 in compatibility mode, which means "pretend to be an old browser", which means "pretend you don't have canvas". There's loads of factors to whether or not compatibility mode kicks in, but you can force it to use the correct mode with a HTML tag. Fixed in next build.

  • This is really odd, I'm stumped. I'll look in to it and see if I can find out any more information.

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  • This discussion is irrelevant - people are free to choose the browsers they want. IE9 has far and away the best canvas implementation - it draws with the best quality and is also the fastest. So I really like running Construct 2 games in IE9.

    IE9 supports canvas perfectly, there's no need at all for excanvas. The question is, why isn't it showing the canvas in the link? I guess something in the HTML is invalid and somehow broke it, but I can't find what.

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  • That's odd, I've had a look and can't see anything wrong. I've no idea why IE9 won't show the canvas. Anyone got any ideas?