Ashley's Recent Forum Activity

  • We're hoping to improve this in future, but for now you can:

    • 'import sprite strip' in the animation editor to import a tile map as animation frames
    • set the animation speed to 0
    • enable 'snap to grid' (ribbon View tab)
    • ctrl+drag to make new tiles, and use the 'initial frame' property to switch tile.
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  • Arima - on the other hand, it confused a lot of people because if you did:

    + Sprite X < 400

    -> Do something with Sprite

    + Else

    -> Do something else with Sprite

    ...they naturally expected the 'else' to only affect objects on the right, and I agree, that's how I think it should work too. However it turned out to be too complicated to get it working like that in Classic. It should be doable in C2 though.

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  • Microsoft sponsored the game to help promote IE9. Still, IE9 doesn't support Vorbis, WebGL or the Web Audio API, so other browsers right now are much better for HTML5 games. I still think Chrome is best (although given the browser wars are in full swing again I don't know how long this will stay true for!)

  • Simulating the jump key doesn't work in mid-air, because obviously pressing shift in mid-air by default doesn't let you jump again. Instead you need to set the vector Y to a negative value, e.g. -500 (if your jump strength is 500).

  • 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.

  • 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.

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Ashley

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