dop2000's Forum Posts

  • Yeah, definitely looks like a bug. It works the same in C3.

    You can change collision polygon on the character sprite like this, it will work better.

    Use a different sprite for other collision checks.

  • Can you share a small capx demonstrating the issue?

  • Use BBoxLeft, BBoxRight, BBoxTop, BBoxBottom expressions to position your panels.

    "On collision" event is a bad choice here anyway, because collision checks are performed every tick and objects can travel big distances in one tick if the speed is high or FPS is low. So, for example if you are dragging a panel and want to stop when it collides with another panel, if you move your mouse too fast, you can easily drag it 100-200px too far.

  • 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.

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  • 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)

  • 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.