Ashley's Recent Forum Activity

  • I'm afraid it's not possible to help from just this information. In general we need people to file an issue following all the guidelines, otherwise we cannot investigate. It may also be useful to open the developer tools (F12) and check for any additional error messages in the console. Also try disabling any browser extensions you have installed, as buggy extensions are a frequent cause of issues in Construct.

  • Setting the behavior vector X/Y directly doesn't need to use delta-time, because those are already speeds in pixels per second.

    Modifying the speeds over time is technically not framerate dependent but only in a pretty subtle way - the shown calculation should be good enough and I don't think it should result in a significant difference depending on the framerate. Perhaps the problem is something else not shown. It's much easier to help if you share a project.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • A few years ago I wrote a whole blog post on this topic: The surprising difficulty of resizing images on spritesheets. That explains the problem and what to do about it (tl;dr: set the project property 'Downscaling quality' to 'High')

  • It looks like the kind of thing that can be caused by broken graphics drivers. Try installing any available system software updates or check if there are newer graphics drivers for your GPU that you can install.

  • The only recent change to the Mobile IAP plugin was solely to update the cordova-plugin-purchase plugin version. None of the other code in the plugin has been changed. If the update broke something it's probably in cordova-plugin-purchase - if you want to look at the code it's on GitHub.

  • If you run in to a problem please file an issue following all the guidelines, as we need all that information to be able to help (including a sample project file demonstrating the issue). Things only mentioned elsewhere such as forum posts, comments etc. are easily lost and forgotten - the issue tracker is our place to track all such reports in a single location.

  • The feature should be working correctly - the problem with your project is you've set up the collision filter incorrectly. You've set up two kinds of objects to use exclusive collision filter with tags "wall", meaning they will collide with everything except things tagged "wall". But nothing has any tags at all - all the 'Tags' fields of all the objects are empty. So the collision filter will do nothing. It looks like you confused giving objects tags via the 'Tags' field with specifying the tags to filter by in the collision filter.

  • In the latest release, in order to better support 3D features, these expressions are now just Z and Depth. They work identically to the old ZElevation and ZHeight expressions.

    If an official tutorial refers to these old expressions, let us know which one and we will update it.

  • I would caution against leaning too much on AI for learning. It has its uses such as asking for advice and ideas and so on, but it does get things wrong. Having been coding for 20 years I find even the advice it gives on things like JavaScript and WebGL is frequently incorrect, missing key information, or just slightly misleading or sub-optimal in some way, and that's with huge amounts of training data. A particularly serious issue is it never seems to say "I don't know" or "I'm not sure" - instead it just confidently proceeds with guesswork or even straight up fabrication. I would suggest checking things it tells you against official sources like the manual.

  • We use SetHasAnimations(true) and load atlas PNGs into the plugin's animation frames at import time (editor-side). At runtime we need to enumerate those frames (legacy equivalent: GetObjectClass().GetAnimations()[0].GetFrames()), but we can't find a documented SDK v2 runtime API for this.

    I don't believe animated plugins were ever officially documented and supported even in SDKv1. It's something I am very reluctant to expose, because animated plugins have a potentially very large API surface, and really it all only exists specifically for the Sprite object at the moment. We cannot implement it just for one plugin specifically, since if it's documented and accessible, then other plugins will start to depend on it, and then we end up dealing with all the potentially painful and limiting long-term maintenance implications of having external addons depending on Construct's animation subsystem.

    I can't recall the full history but I think it might be that Construct 3 only supported this to the same extent Construct 2 did solely for the benefit of the Spriter addon, as I think that is the only addon ever published that used the undocumented animation APIs. The intent of SDKv2 was to eliminate the possibility of accessing undocumented APIs precisely to avoid ending up with these kinds of accidental compatibility problems. I don't think there are any easy options here - to me the best thing to do is remove the use of animations from the Spriter plugin if you can, and find some other way to do what you need.

    • Set origin/hotspot (SetOriginX/setOriginX, SetOriginY/setOriginY)

    • Enable/disable collision (SetCollisionEnabled/setCollisionEnabled)

    All these are available on IWorldInstance.

    • Instance UID (GetUID(), getUID(), getUid(), .uid)

    • Container siblings (GetSiblings(), getSiblings())

    Available on IInstance. (Note the methods have changed to refer to "other container instances" rather than the term "siblings".)

    • Invalidate bbox (SetBboxChanged/setBboxChanged)

    This API is no longer needed with SDKv2.

    • Enumerate instances (instances(), getAllInstances(), GetInstances())

    • Object type name (GetName(), .name)

    • Picked/paired instance (getPickedInstances(), getFirstPickedInstance(), getPairedInstance())

    All available on IObjectClass.

    • Sprite frame index (read) (_currentFrameIndex, currentFrameIndex, animationFrame)

    • Sprite frame index (write) (_DoChangeAnimFrame(), _changeAnimFrameIndex, animationFrame)

    Available on ISpriteInstance via animationFrame property

    • No-premultiply blend (renderer.SetNoPremultiplyAlphaBlend/setNoPremultiplyAlphaBlend)

    Not sure why you need this as Construct always uses premultiplied alpha blending, which is necessary for correct rendering. These methods have actually been completely removed from the underlying engine as nothing ever needed them.

  • I tested this recently and it was working correctly for me. As ever if you think you've run in to a problem with Construct, please file an issue following all the guidelines so it can be properly investigated.

  • I'd add that if nothing on-screen changes, Construct does not redraw the screen (as to do so is a waste of resources). This is why the frames per second (FPS) can drop to 0 when nothing much is happening. However the ticks per second (TPS) should still be running at the display refresh rate (typically 60). Some example measurements might be:

    • FPS 60, TPS 60: normal rendering with visual changes every frame
    • FPS 0, TPS 60: engine is still running but no visual changes
    • FPS 0, TPS 0: engine has stopped running entirely (usually due to being suspended)
Ashley's avatar

Ashley

Early Adopter

Member since 21 May, 2007

Twitter
Ashley has 1,823,528 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x126
    Coach One of your tutorials has over 1,000 readers
  • x74
    Educator One of your tutorials has over 10,000 readers
  • x5
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x44
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs