Ashley's Recent Forum Activity

  • Closing as this is not a bug (as in a defect). The platform behavior only has one jump strength setting so that is the one used for both jumps. It should be straightforward to customise this with events if you want to change that, by turning off double jumps and making your own with events.

  • I can't reproduce here - it looks correct in Chrome, Firefox and IE11. Are your graphics drivers up to date?

  • This is actually by design: using 0 means "connect to the center of gravity", which is in the middle. To connect to the object origin, use -1 (or create another image point there). That wasn't documented anywhere though, so I've updated the manual entry and the parameter descriptions for the next build.

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  • Closing as not a bug.

  • This should be fixed in the 0.12 alpha, or by the final version of 0.12, so closing for now.

  • The Steam version is effectively identical to the standalone version, the only difference is in how it determines if it's licensed. So it would be odd if there is any difference. I just tested it with the Steam version as well and I can't reproduce any problem there either. If you download the free edition from our site is that affected as well? (That would establish if the problem is Steam-specific or not)

  • Can't reproduce - it remembers the theme correctly here.

  • Closing as won't fix: this is just because the behaviors update their positions at different stages within the tick. In particular the Pin behavior updates object positions at the end of the tick, so your overlap event is always testing the latest player position with the previous tick's position for objects with the Pin behavior, so it's always testing it at speed x dt pixels behind where it appears. The overlap condition is actually working correctly.

    The easiest workaround is not to rely on behaviors and position everything with events, so you can control the exact sequence of position updates and collision tests. We can't change the behaviors since that will break other games.

  • Closing as discussed by email: this is just random variations in dt.

  • Should be fixed in the next build, but only in the asm.js version. We hope to be phasing out the other physics engine soon after.

  • Heh. The installer itself says on the first page "This installation is portable. You can install to a portable drive and run Construct 2 on different computers." But nobody ever reads anything

  • I don't like it. It's just a more limited UI for defining logic which is normally determined by events. Whether you have a movement, oscillation or just a clamp, often you don't want it to apply all the time. So you need to be able to turn it on and off or adjust the parameters in events based on other custom logic in the game. So you will have a bunch of events to modify all this stuff anyway. Now you have fragmented your logic between this UI system and the event sheet. If you went as far as to extend the flowchart system to do everything events have, I see it as an inferior system, since you have your logic spaghetti-fied in to 2D (whereas events are a 1D list, just going down the event sheet), which makes it very difficult to determine the sequence of things, which is an essential part of the game logic.

    The current way allows you to apply, enable/disable and modify behaviors from the event sheet, where it is more or less all done already, with full flexibility to customise the logic and parameters, and it's all kept in the same place (no fragmentation).

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Ashley

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