Ashley's Recent Forum Activity

  • Worth checking the documentation for the full list.

  • Well you're right, OR is kind of broken in my first implementation in r86. I was a bit naive with the implementation - if you make an event:

    A or B or C: do actions

    it pretty much gets run as three separate events:

    If A: do actions

    If B: do actions

    If C: do actions

    I think the examples in this thread have proven that's totally broken, since if more than one condition is true and you toggle something, it gets toggled straight back. Whoops! Or movements speed up, counters get too much added, etc.

    Luckily I've already changed it for the next build. There might still be bugs in the next release, but it's changed to only runs the actions once even if multiple conditions were true. So

    A or B or C: do actions

    will run once if at least one condition was true. It also properly handles picking, so:

    + Sprite X < 320

    • or -

    + Sprite Y < 240

    -> do something with Sprite

    will now correctly run the actions once with the picked objects being those instances which match either condition.

    r86 kind of had a lot of bugs with the new event features! 'Else' and 'While' both have some weird issues as well. I think I've fixed everything for the next build though. Thanks for the feedback though. It's lucky we've got the beta and stable releases sorted out, this is kind of what we expected - smoothing things out over a few beta releases then getting a stable update out which hopefully works as expected.

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  • Potato, you're right, in r86 OR is a bit weird and actually is equivalent to copying and pasting the event multiple times with each condition. Luckily I've already changed it for the next build - it will work more like a true logical OR, only running the actions once if any condition was true.

  • Thunder, aren't you just missing the layer parameter for the Touch.X/Y expressions?

    Both mouse and touch take an optional layer parameter, e.g. Touch.X("Layer 1"). If that's not provided, the returned value does not take in to account any layer's scale.

  • Try using the AJAX object and requesting a file containing the values from a server.

  • What crashes, Construct 2 or the browser? What's your OS and setup? You haven't given us much info to go on.

  • It's not a bug, it's a limitation in WebGL mode. See the note on WebGL in the manual entry for Text.

  • Can you post a .capx showing the problem?

    The problem with small objects, especially at low framerates, is often they can simply step entirely past a barrier. For example an object travelling at 600 pixels/sec at 30 fps is travelling 20 px per frame. If it is only 5x5, it's actually "teleporting" in steps 4 times bigger than itself every frame, and this means it could entirely jump over another 5x5 object without registering a collision.

    However, this is no reason for objects to be floating above other objects, so a .capx would be useful.

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  • Thanks for the ideas - the Platform behavior is definitely still missing some important things, and I guess this is a good reminder what's left to do.

    However I think a Sonic-like movement is quite a tall order... it would involve significant changes to how the Platform behavior works, and it's already an extremely complicated behavior (try figuring out the algorithms for jump-thrus at arbitrary gravity angles...) Still, I'll have a play at some point and see if I can figure out how a Sonic-type movement works, but it's a pretty clever movement type, I'm not sure I'll be able to figure it out!

  • Schoening, I think you're possibly confusing the speed on your screen vs. the speed in the "game world" (layout co-ordinates). The size of the window has no effect on how fast objects are moving in layout co-ordinates. If you play a game on an iPhone, then get some super-powered mega-laser and project the entire game on to the surface of the moon (how cool would that be?) - possibly the biggest screen imaginable - you'd still be moving at exactly the same speed in the game. It's just displayed bigger!

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Ashley

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