dop2000's Forum Posts

  • What happens if you disable jump-through on this platform, does the character walk normally, without falling/landing?

    I recall seeing several bug reports about jump-through, so it worth checking if this behavior is really causing the problem.

  • Pras I suggest you to read the comments!

  • Add "Btn Set Unfocused" to events 2 and 3, see if it helps.

    Or better yet, don't use buttons or other form controls in your game, make buttons with sprites instead.

  • Sure, I do this all the time. I prefer to save one key in Local Storage, which is a dictionary that keeps different variables, as well as different other dictionaries/arrays as JSON strings.

  • I made the picker with drag&drop because it was faster. You can definitely change it to simple click, it should be even easier than what you have now with the circle. Simply clamp picker position to Canvas.BBoxLeft, Canvas.BBoxRight, Canvas.BBoxTop, Canvas.BBoxBottom.

  • Drawing Canvas Snapshot dimensions can be different when you change window size, which also happens when you request full screen mode. You are pasting an object onto the canvas and saving snapshot in the same tick when you are switching to full screen, that's why it doesn't work correctly and you are getting inconsistent results.

  • This whole animation is ~700 bytes. This is nothing.

  • I am not sure I understand your question.

    If you need 3 blocks appear and disappear one after another, the easiest way to do this is with an animation.

    dropbox.com/s/cyto45wyib6h4o2/loadingBlocks.capx

  • Use Mouse.x(layer) and Mouse.y(layer)

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  • To quote Ashley - "don't worry about performance until it's actually a measurable problem".

    But if you want, you can test this yourself - read from a dictionary or string in a loop, say 10000 times per tick, and see if there is any difference in CPU utilization/fps.

  • Still curious why the same project doesn't work when you roll back to r164. It doesn't make sense.

    Also, Physics seems to me an overkill for this task. You can make a similar effect with Pin (rope style) behavior. It may not be as bouncy, but will be better for performance.

  • I still don't understand why it doesn't work when you revert back to 164. Behavior code is definitely not bundled with the project.

    But if you are sure that there is a problem with physics, I suggest making a small project to demonstrate the issue, save it in versions 164 and 166 and submit bug report.

  • after loading the game into r166 and saving, and then reverting the version back to r164.3, the bug persists.

    So the project works fine in r164, you open it in r166, change nothing, just save in new version and it stops working? Then you edit savedWithRelease tag in c3proj file back to r164, open in r164 and it doesn't work correctly?

    Have you tried also changing Physics behavior version to r164.3 in the same file? (I don't know if this field if actually used)

    So I'm thinking perhaps it's a change in the physics engine that's been bundled with the game?

    I'm pretty sure this is not the case.

    By the way, why r166? The latest beta is r170.2

  • "Spawn" is used when you want objectA to create objectB. For example: an enemy drops a coin. ObjectB will be spawned at the same coordinates as objectA.

    If you simply need to create a ball in the center of the screen, use "System Create object" action.

  • To me "Move to object" seems redundant, because it's the same as move to (object.x, object.y). I just think that it would probably be more useful if it could automatically follow the object.

    This is not a suggestion, just a thought. I can definitely live with how it works now, and use "move to object" on every tick if needed.