alastair's Recent Forum Activity

  • Your entire project's event sheets are ruined from clicking a button you never wanted to click.

    Thank you for making the post, I usually get frustrated and want to make this topic but then I remember all the other editor bug requests I've made that aren't fixed yet.

  • I wonder what performance will be like on it too, since DirectX 12 apparently has significantly faster draw calls.

  • What does multi tile pick up mean, is there a post that explains the feature request somewhere?

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  • We'd probably have to ask browser people for it (if it's not a chrome feature already), unless you want Scirra to ask instead.

  • Problem Description

    Using the "load" system action does not properly load (or save) a group's activated or deactivated status.

    (I'm unsure whether this is part of the feature or not as it was not mentioned in the manual or your tutorial for Savegames, but it feels like a bug to me since it's not fully loading the game as it was — which means a lot of things can be broken after loading.)

    Attach a Capx

    https://copy.com/hpeWJYiqTsX6Nxt4/bug_s ... download=1

    Description of Capx

    2 layouts:

    • "Start". Has a button to take you to the next layout. It also has a "load" button.
    • "Game". Has a square object and a mouse object.

    Steps to Reproduce Bug

    • Preview the game (it should begin with the "start" layout)
    • Click the "start" button
    • Hold down the mouse button and create lots of pink squares.
    • Before they all expire: Click on the "save" button
    • You have now been taken back to the starting layout
    • Click on the "load" button

    Observed Result

    The pink objects are not spinning or being destroyed anymore. The Group must be Deactivated!

    Expected Result

    The pink objects should continue to spin and be destroyed. The Group should be Activated.

    Affected Browsers

    • Chrome: YES

    Operating System and Service Pack

    Windows 7, everything upto date

    Construct 2 Version ID

    r205

    Thanks

  • Hey this is really nice, but I noticed that the behavior doesn't seem to serialize correctly. When I save the game and load it, any tweens in progress just stop moving altogether. Any chance that this feature might be added?

    I'd appreciate this too! Is it possible to have this behaviour work with the Saving and Loading feature of Construct 2? That would help my game to work!

    Thanks for this amazing plugin.

  • I saw this on google, performance of border less stuff:

    http://gaming.stackexchange.com/questio ... creen-mode

  • I wish I could subscribe to topics, so I can remember the topics I'm watching replies for. Is that possible yet?

  • One thing that confuses me sometimes, is with the "play" action. Sometimes when I see it say "stop volume", I think of the when the audio is actually "stopped" (not playing at all), perhaps it could be renamed to "End volume" or "Final volume"? Also placing it after the "Start volume" would also help make it more logical!

    (Also maybe the "fade-in" could say "fade-in time", just so it's even easier to read? Though this isn't as important.)

    http://i.imgur.com/XqUkLE5.png

    I think you did a good job with the ordering here though!

  • It would be cool if Nodewebkit/NWjs could do real fullscreen, I'm surprised we don't have it yet as it's a common feature for games.

    Borderless fullscreen is a great option, but wouldn't standard fullscreen be more essential?

  • System actions: Set layoutscale (zoom out/in), set canvas size (rendering resolution).

    Make sure "full screen rendering" in properties is low quality.

    That's the way I know of. sqiddster is able to do it pretty well!

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alastair

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Member since 14 Jul, 2007

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