Ashley's Recent Forum Activity

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  • I don't think we can or should fix this.

    Even in Classic, using animated sprites as your platform object is notorious for causing unintended problems. The usual thing to do is have an invisible solid square representing the player, which does not animate, and you position your animating player on top. Otherwise, you end up with lots of complicated situations like: you're standing next to a wall, the animation frame changes, and now part of your character is embedded within the wall. This kicks off Construct's 'push out of solid' code, which usually works but sometimes doesn't do quite what you wanted (your player may teleport a short distance or appear to "glitch").

    So even if we fixed this, you're still going to have problems if you use the animated sprite with a platform movement. For the record, 'Is on floor' works by pushing the player down 1 pixel and seeing if it overlaps a solid there, so if your player's bottom edge raises it won't count as on the floor any more. (If you could change hot spots, you could also fix it by having the hot spot at the bottom-middle edge.)

    So I think this should be resolved "won't fix".

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  • The events and sprite display parts of the engine are very reliable. Unless you've turned up a new bug, I would guess they're working just fine. So I guess it's a problem in your events.

  • Thanks for the feedback, I've made some changes for the next build!

    Multitouch input is sort of half-supported, I've been meaning to fix it. Obviously the current x/y of touch can only return one position. However, if you use conditions like "On object touched" and "Is touching object", those support multitouch OK.

  • If some scriptkiddies may hack the gravatar server, they got mail, user and pw for many users at many sites.

    That's true of any site, not just Gravatar, if you use the same username/password/email combo. Personally I use KeePass to store randomly generated passwords for each website I use, all locked by a single long password which I simply remember and don't have written down anywhere.

  • No, solid things are just solid. There's no anti-solid.

  • A common approach is to use invisible solid sprites as barriers at the edge of where you want the player to be able to move.

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    We're more than happy to help you with your questions on this forum! However, there are a few things you can do to help us help you. If you bear these three things in mind, we can usually answer your questions much more quickly!

    1. Include a .capx file of your project. This way we can see what you're actually doing in your project. It saves us from asking "have you done this?... have you done that?" - we can just see for ourselves. Need a place to host files? Try Dropbox. (Remember to put it in the Public folder.)

    2. Don't say "it doesn't work" - tell us what happened. If you say "it doesn't work", the first question we'll ask will probably be "what did happen?". You can get your question answered quicker if you include a good description of what actually happened. Don't forget to tell us what you expected to happen as well - it may seem obvious to you but it often isn't to us!

    3. Include any error messages. You don't have to take a screenshot - Ctrl+C and Ctrl+V lets you copy and paste a message box's text to the forum. If you say "I got an error", the first question we'll ask will probably be "what was the error message?". Often the text of the error message is what allows us to solve the problem. So don't forget to include it!

    Bear these things in mind, and your problem can usually be solved in half as many posts :)

  • Don't make the grass or road solid! It works fine if you remove the Solid behavior from them. 'Solid' means you cannot move inside or through it at all. Think of a solid thing like a rock. If the grass is solid, it's like starting your car embedded in a giant rock. Of course you can't move anywhere! You should only use it on tyres, barriers and other objects that you can bump in to.

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Ashley

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