Ashley's Recent Forum Activity

  • nobrowser2, your attitude today has been very rude. We are always happy to listen to constructive criticism but you are simply saying everything is rubbish. This attitude is not welcome on our forum.

    Perhaps Construct is not for everybody, in which case we welcome you to leave the forum and find another tool which better suits your needs. However, if you continue as you are, I'm afraid I will have to issue a temporary ban.

  • nobrowser2, what's the problem? Every single feature in Construct Classic and Construct 2 are implemented exclusively through the plugin SDK, even the built in stuff. Without plugins neither of the Constructs does anything at all. So it's totally unreasonable to be against using plugins, since it is impossible to do anything useful without them.

  • I believe what is happening is this:

    • small objects moving very quickly tend to miss collisions with other small objects since they step over them
    • the max fall speed is 1000 pixels per second which means at 30 fps it's stepping (1000/30=) about 33 pixels per tick, which is over twice as big as the object, meaning it risks stepping over the floor. The floor is very narrow as well making it more likely a collision is missed.
    • spawning lots of objects is probably pretty CPU intensive, causing dt to increase for that tick, which worsens the problem since the object will step further that tick when it's right by the floor.

    So I don't think this is a bug - you should avoid fast moving small objects. Reduce the max fall speed and make your platforms thicker.

  • Oh, I think you must have been caught out by this point: unless the offline.appcache changes, the browser won't check for an update. So you have to re-upload offline.appcache every time you update your game. To clarify this I edited the offline article with this section towards the end:

    b]Remember to re-upload the offline.appcache file

    If you're updating even just one file of your game, you must also re-upload the exported offline.appcache file - every time! Otherwise the browser will assume nothing has changed and won't bother downloading the update. (The offline.appcache file must have changed for the browser to check for an update, and Construct 2 adds a timestamp to the top of the offline.appcache file to ensure it always changes.)

  • It's not yet supported but it looks like the Box2DWeb library supports it - I'll add it to the todo list.

  • Equix

    1) this should be straightforward using different text objects - maybe post what you've tried if you're stuck?

    2) C2 games run in a browser so obviously can't just load any old file on your computer hard disk, but you could think about using the AJAX object instead.

  • Wait always works exactly the same no matter where it is placed. Can you post an example of 'Wait' not doing what you want?

    You can actually use Wait to space out loops - try this:

    + Repeat 10 times

    -> Wait loopindex seconds

    -> Do something

    The loop runs instantly, but sets up 10 "Wait 0 seconds then do something... Wait 1 seconds then do something... Wait 2 seconds then do something..." so the rest of the actions complete as if the loop was spaced out in time.

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  • What was the problem? It's good to write it down so anyone searching for a similar problem and finding this thread can find the solution as well.

    FYI I think how the updating works is described in Offline games in Construct 2

  • Thanks for the summary :)

  • It has a well defined and predictable way of working, you probably are just assuming it does something else.

    'Wait' means 'pause the current event and come back to it after a delay'. The rest of the events keep running in the mean time. So if you use 'Wait' in a loop, the loop finishes instantly, because 'Wait' doesn't stop the rest of the events running. Any actions after the 'Wait' complete as scheduled.

    I think people keep assuming it stops running the rest of the events during the wait. It can't possibly do that, because it would make it nearly useless - the whole game would hang during the wait...

  • It's on our todo list.

  • The HTML5 2D canvas doesn't support color filters. WebGL does, but for consistency right now we're trying to stick to features common to both WebGL and canvas 2D. Hopefully it can be added back in future.

    More features for the image editor is on the todo list!

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Ashley

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