Zathan's Forum Posts

  • https://www.dropbox.com/s/8u3wmnwil3t4w ... .capx?dl=0

    Every time I change the gravity direction, I want to change the sprite image point that the magicam is following.

    • If the gravity is normal, I set an image point in the top of the sprite.
    • If the gravity is inverted, I set an image point in the botton of the sprite.

    But seems like the cam is 'glitchy' with this.. every time that you turn gravity to normal, the cam Y is higher..

    Can you guys take a look on the capx?

    Thanks!

  • Can confirm tons of jagging in Firefox! Tons of screen tearing as well, though that might be due to my GPU driver having V-sync issues as well.

    What about IE? same vsync issues?

  • Are your graphics drivers up to date?

    You also reported that IE11 is affected, which generally has had the best v-syncing quality. Are you sure it's affected? Is it the same on other systems? Are you sure it's not just that computer?

    I'm with that 'jerkiness' on Chrome and Node for sure.. IE run my game just fine and I don't know about Firefox.

  • TiAm

    Yup, exactly. This isn't an issue with node-webkit... happens with the browser too.

    How Unknow01 said in other post: "It is like.... smooth movement... jerk jerk jerk... smooth... smooth... jerk jerk... smooth..." hehe

    And Ashley, my system specs are:

    GTS450

    Phenom II X4 955

    4GB RAM

    Windows 8.1

  • Unfortunately, the new node-webkit version doesn't solve the problem.. \:

    Is everyone with that jerkiness?

  • Zathan - yeah, that's one reason I've decided to try and keep tabs to a minimum - so, for example, I now don't use "include" much for event sheets but prefer to stick with groups for organisation.

    Yeah, it's a valid workaround. hehe

    Yeah, sorry about that, I've looked in to it and it's a real pain. Our UI library is a big black box of another company's code and modifications can be really painful. I last looked some time ago though, I'll try investigating again and see if there's any other workarounds we can do.

    Ashley, you don't have to apologize for that..

    Your work allowed me to create my own games, man. You are my hero

    But seriously.. Thanks for that masterpiece that just get better and better.

    Cheers.

  • It's a problem with the GUI library used for Construct 2. For now Ashley does not want to get into the library itself, and probably won't at any time.

    This should be something fixed on a next generation of editor.

    Hm.. ok.

    Thanks dude.

  • Hey Ashley!

    I think someone already asked you this, but here we go:

    Whenever I go into a big project, I have to rearrange all the tabs again.

    This is a problem without solution or just isn't in the priority list?

    Thanks.

  • Ah, now I get it. Thank you guys

  • There is 4 options here: single instance, window frame, resizable window and kiosk mode.

    Resizable window is obvious.. but what about the others?

    Thanks!

  • Thanks, should be fixed in the next build. The file format change was unintentional, but now C2 accepts either form, so all projects should continue to open just fine from r187+.

    Perfect Ashley, thank you for this quick updates.

  • no risk

    Cool, thanks

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  • If you use projects "CAPROJ", it is easy to modify the project file so that C2 can load properly.

    I only use the "CAPROJ" for large projects.

    Otherwise, wait for a new corrected version of C2

    Ah, ok.. I only use capx :/

    But exist the risk of lose all the work?

  • So... what is the best solution for this error?

  • You can simply make the box move at the same time as the player by pinning it to him while he touches it while holding the interaction button.

    not sure exactly without any concept of the circumstances

    But whit this method, if you push the box to a 'cliff', it still pinned on the player..

    And that's why I think the best thing to do is put a platform and a solid behavior to the box... but, as the player have a platform behavior, it treat the box as a wall... so, the movement is 'flicker'.