Lou Bagel's Forum Posts

  • Every X seconds or on specific frames should work. You aren't putting them as a sub-event to the collision are you? Collision is a triggered event so only occurs once and won't be repeatedly checked.

    Hard to guess the problem without knowing your events.

  • Not sure what you are doing—I don't see a reason this shouldn't work. What are you doing?

  • When i slam screen of my laptop on that keyboard, hitting both of us to to sleep, then when both wake up in the morning, we are still logged in.

    Must be your cookies, sir.

    Like I said, in gmail and every other browser log-in I stay logged in...

  • Sorry, my comment didn't really make sense—my mind was wrapped up in something else. Though I'm curious to know what the 'is by wall' issues are...

    I understand how the offset works now—are the collision polygons, for both player and solid tiles, rectangular?

    If not, there could be a frame where the lower point of the player collision polygon clips the tile when moved to the right (and up) even though majority is still above the tile.

    Also, is the image the exact spot this happens? and will the player change directions mid-air? I was thinking if maybe on the jump they clip the corner of a 'new' ceiling, as in there is not ceiling above them but above and to the right there is, it could cause the change in direction. But unless it is programmed to not change directions until on the ground you would notice right away.

    ...those probably aren't the issues, but just trying to think out of the box as I don't see any issues in what you posted.

  • Wait X Seconds is a Condition.

    Do you mean 'Every X Seconds'? Not sure 'waiting' as a condition sounds logical...

    But yes, the same logic would apply

  • I've noticed you can only be logged in on the website on one device. Also, seem to get logged out after a certain time even if remaining active on website.

    This isn't large inconvenience or complaint but think its funny that gmail seems to stay logged in on my computer forever but I have to log dozens times a day at Scirra just to post/check the forums. (which of course I would be much more concerned about someone accessing my gmail account than my Scirra account).

    The real annoyance is when typing up a post in the forums, showing that I'm logged in, then when pressing preview or submit it takes me to the login screen. When pressing back, either before or after logging in, the text is lost. I swear I've been on plenty of websites where if you navigate away from a page, lets say accidentally, you can press back and the text is not lost. Also, if I accidentally navigate back (press delete key outside of field) when navigating forward the text is lost.

  • Ok my character is shooting but the bullet comes out just one time, how I make a loop for that? in the animation the loop is already on but just one bullet is coming out. thanks for the help that you can give me

    If your animation is on a loop and there is a specific frame where he is shooting then I recommend:

    on frame change

    -frame = (frame number where he is shooting)

    --player spawn bullet

    If the frames look all the same around where he is shooting then you can just do an every x seconds or use a timer if there are other intricacies

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  • The 'wait' action is the same as 'wait x seconds'—you don't see two separate actions, correct?

    I believe theonly other action with 'wait' in the wording is 'wait for signal' which is completely different.

  • Have you looked under the browser expressions? https://www.scirra.com/manual/110/browser

    (I am commenting in case that helps but also so I can follow this thread for other answers)

  • If you want to make the whole text red then you could also just use find(txtBox.text, "ball")

    Scroll down to the Text section and several expressions you can use: https://www.scirra.com/manual/126/system-expressions

  • Ashley meant that you probably have a "DevicePixelRatio" that is not "1". And if that non-one value is also non-integer, your canvas size could become irrational, which would cause your entire layout to distort here and there.

    The browser object can be used to inspect the DPR.

    Okay, I found another explanation and think I understand now—a device's scaling from logical to physical pixels. It seems it isn't uncommon for devices to have non-integer DPR. (according to http://devicepixelratio.com/ )

    So if I used 'crop' I could set scale to 1/browser.dpr to revert back to 1 and have no distortion? (then obviously upscale in integers as I please)

  • Do you know if the one pixel offset is before or after scaling? Also, maybe I'm not familiar with those events, but if the condition is "not overlapping offset at (0, -1)" would the condition be true if it was overlapping at offset (0, -2) or greater?

    Platform behavior has a "is by wall" condition—is there a reason that won't work here?

  • Bullet behavior has a setting for distance traveled, I believe. So:

    Bullet, compare distance traveled, if > (start.x, start.y, finish.x, finish.y) then destroy bullet

    Of course those are just placeholder terms. If the player doesn't move you can use player.x & player.y, but if he does move either add instance variables for startX & startY, or just create a 'distance' variable and on created set distance to distance(player.x, player.y, touch.x, touch.y).

    This is a better solution than creating invisible sprites as doesn't create unnecessary sprites, doesn't' have to check for the collision, and doesn't have the chance of (somehow) not hitting the invisible sprite—or hitting an invisible sprite meant for a different bullet.

  • Just use letterbox integer scale. No other modes can guarantee pixel-perfect display so easily. For example if you choose crop mode on a device with a non-integral devicePixelRatio (and your screenshot looks like it uses some kind of high-DPI display), then the canvas size itself can be fractional.

    (non-integral DPRs are a terrible idea, but they exist, so we have to deal with them...)

    Thanks for the answer. I think I get what you are saying—so if my monitor is 1280.5 pixel width then everything is fractionally scaled to account for that 0.5? or would it be, on computer, if the browser window size isn't at an integer?

    Would that mean on most devices/screens others would not be seeing this as most are at integral DPR?

    Using the full-screen is more prioritized for me than pixel-perfect on this project as I wouldn't want to waste space on mobiles. So if I can't find a solution for both I will probably just use scale outer.

    If I could get your thoughts on my two ideas for solutions to obtain both pixel-perfect and full screen:

    • Letterbox Integer Scale --on layout start/browser resize -> set canvas size to browser.screenheight & browser.screenwidth (this didn't seem to work when I tried but just realized maybe the screen size was larger than the layout size so couldn't complete the action—don't have Construct in front of me now)
    • Scale outer --set scale to canvas.width/browser.screen width so that scale reverts back to 1 or 2*(canvas.width/browser.screenwidth) if larger than certain size, etc.

    ...(and your screenshot looks like it uses some kind of high-DPI display)...

    I haven't researched some settings enough to make educated decision—fullscreen scaling; high-dpi; downscaling—so I posted a screenshot of the properties bar in case anything else affects this or any other recommendations. So I honestly have no clue regarding this part of your comment.

    Thanks again and I would appreciate your thoughts on this.

  • ...Does it make sense to do that and 'set canvas size' to browser width and height?

    I can't seem to get that to work—not sure if setting the canvas size in events and 'letterbox integer scale' play nicely together.