Ashley's Recent Forum Activity

  • We have decided to require that projects exported with the free edition preserve the link to scirra.com beneath the canvas. We think this is fair given we've worked hard for a long time to develop Construct 2 and sending a little traffic our way from your creations surely isn't asking too much <img src="smileys/smiley1.gif" border="0" align="middle" /> If you have a license, you're not required to have any link.

  • Arcade games already run on a different domain. We're looking in to adding additional plugins soon after a full code review - we just wanted to be absolutely sure nothing could go wrong with the initial release of the arcade.

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  • It is almost impossible to debug large projects. Please reproduce the issue in a new project otherwise it's extremely difficult to tell if the problem is in the behavior or in your events.

    In this case I would presume the problem is in your events. If you use any of the system scroll actions, this will override the Scroll To behavior, so check what actions you're using.

    FYI margins only affect the layout view in the editor, they have no effect during preview.

  • It probably falls through because moving physics objects by events or other behaviors forces Construct 2 to "teleport" the physics object in the physics world, causing it to skip collisions. You have to do everything with the Physics actions (setting forces, impulses etc.) for it to work correctly.

    Further reading: see Physics in Construct 2: the basics ("Manual movement & other behaviors").

  • The left stone doesn't fall through for me, do I need to do anything to reproduce the problem?

  • Yep, same reason for While. We're not planning on implementing "On loop" (if I understand what you mean correctly), why do you want it?

  • The gaps probably appear due to sub-pixel rendering and your unusual control system. If the hotspot is centered and the object as an odd width/height, this makes the object edges land between pixels, e.g. a 5x5 object with a centered hotspot (at 2.5 x 2.5) placed at (10, 10) has its right edge at X = 12.5. Since Platform only works to the nearest pixel it leaves a half-pixel gap which can appear as a narrow space.

    Secondly why do you set the vector manually instead of using the control system? The Platform behavior wasn't designed to be controlled that way and it seems the push-out algorithm leaves a gap. If I set it back to default controls and disable your events it doesn't leave a gap. I'm not sure why it leaves a gap your way, but wouldn't it fix it to just use the behavior's control system?

    Still, for the next build I've increased the is-by-wall detection to 2px.

  • I'm afraid that adobe/Flash wins again

    Why? It looks like they've done a lot of work to rewrite their entire engine for iOS, which isn't using Flash at all.

    he developers over the world take ChromeApp not as real app, but just a link

    You're not required to host a Chrome App on a URL. You can make packaged apps which are not online and must be downloaded to be used. See Publishing to the Chrome Web Store for more information. You can still monetise public apps anyway - you can have the user log in and securely do in-app purchases, buy full version, etc.

    sincerely hope that C2 developers care more about mobile-devices.

    We do, we really do - we're keenly aware of the importance of mobile and monetisation, and we have lots of ideas for this - but we're a tiny 2-man team and the editor itself isn't even finished yet. We're trying to work through our todo list as fast as we can.

  • You really should not use layers for levels! Construct 2 is not at all designed for this to work, it's amazing if it works at all!

  • See How to use the System 'Wait' action. 'Wait' does not suspend the entire event sheet - it would really not be at all useful if it did. So the events carry on running as normal (e.g. loops finish instantly), it just schedules the rest of the event to be run after a delay.

    Usually what you really want to do is something like

    + For each Sprite

    -> Wait loopindex seconds

    -> Do something with Sprite

    This spreads out each iteration one second apart. If you do this:

    + For each Sprite

    -> Do something with Sprite

    -> Wait 1 second

    It means "run the loop instantly, wait 1 second, then do nothing".

  • Ah yeah, the Instance Variables dialog is a good place to folder organise it, but I'm not convinced by the UI to pick a folder. It would be better to have a dropdown treelist in the events, but I guess that might be a bit fiddly. I don't know, it's a nice idea but we have way too much on our todo list already, maybe I'll come back to it in future.

  • A built in 'else' condition has been on the todo list for a while, it's just got a low priority because it's easy to work around (copy the event and invert it) and the implementation is actually quite tricky (it must use the exact opposite picked objects from the previous event).

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Ashley

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