Ashley's Recent Forum Activity

  • Just view source and copy the divs and css from the preview.

    Horizontal centering is easy, but vertical centering is trickier - that's what the three levels of <div>s are for :P I thought I'd keep it simple in the export so it's easy for people who know HTML to customise.

  • Scroll your game somewhere where there is nothing visible on screen at all (maybe make some custom events to do this). If the game speeds up, it's rendering. If it doesn't, it's events.

    Not sure what's wrong with your dt movement, maybe share a .capx?

  • Sure, but I'd prioritise it higher if you could prove it was the bottleneck (try running a profile in Chrome).

  • OK, great! I've updated the site and the next build also removes references to the limit in the editor.

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  • Moving to Construct 2 general. Please only post plugins/behaviors to the plugins forum.

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  • The events are a bit too complicated for a bug report. In order to prove it's a Construct 2 bug and not a mistake in your events you should try to reproduce the problem with a new project and as few events and objects as possible. Otherwise I'm afraid I have to assume it's a problem in your own events.

  • I'm afraid you haven't provided us with quite enough information to be able to do anything about the problems you've reported.

    First of all if something isn't working in the browser, could you check for browser errors and let us know if anything came up there?

    Secondly, if events do not work in general, could you make a simple one-event project and upload the .capx file? This will help us see if you've done anything differently which might be breaking it.

    Finally, I'm afraid if Firefox crashes that's a problem with Firefox and we can't do anything about it - you'll need to report the problem to Mozilla. Have you tried Chrome by any chance?

  • This is not a bug: it's common practice to use a rectangular, non-animated object for the Platform behavior, and position the animated player on top, to avoid exactly this kind of problem.

    See how to make a platform game:

    he Platform behavior can take care of the complexities of platform movement for us. However, there's one important tip for using it: the behavior should be applied to an invisible rectangle object, and the player positioned on top. The Platform behavior works much better if the object with the behavior doesn't animate, since changing animation frame can leave the object partly sticking in to a wall which can confuse the Platform behavior. Also, it avoids silly collision situations like your player hanging off a ledge by their nose or something they're holding.

  • A: Not yet I'm afraid, unless you destroy/recreate the object

    B: Pretty much - it's much better to keep everything to physics forces and impulses, since 'set position', 'set angle' etc. teleport the object in the physics world which can screw things up. One-offs should be OK though.

    C: Have you seen the enable/disable collisions action?

  • Pick by UID is O(n). It searches through all instances. However, it can be made O(1) if needs be - but even so it sounds like it should be fine with 10 monsters. Have you profiled using Chrome's dev tools and proven that the bottleneck is the pick by UID condition? It could be something else.

  • Melkelo - try checking directly with your graphics card vendor, sometimes Windows Update or other places don't give you the latest.

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Ashley

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