AnD4D's Forum Posts

  • Just bought this, and I must say I'm very disappointed in my purchase.

    Sure, it looks good, but I thought the whole point of selling these little templates separately allowed people to easily drop the code into their games. Instead I have approximately 150 events that are completely wasteful. The time I could spend figuring out how to clean this up and reverse engineer it, I could have spent developing my own system.

    Why such dirty code? You don't even tell users the controls.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Agreed. I just happened to luck into the issue while testing. I only went back to an older layout by chance, and it could have been easily missed.

    Now I know about it, I can avoid it with ease, but others may not notice until it's too late.

  • Surely it makes more sense to remove that function if that's the case? Objects retain their initial settings, just not the layers.

    For ages I thought it was something I was doing wrong! Not a bug in the program that the devs can't be bothered to fix. Hope Construct 3 resolves this!

  • I have a game in which the default status of a layer is invisible. This is done through the level editor.

    During the layout, the game makes the layer visible, then changes to a different layout.

    After this, it goes back to the original layout. The thing is, this layout should be reset, I'd have thought. All the objects that were destroyed come back. All the positions are reset, etc...

    But the layer which was originally meant to be invisible, is suddenly visible. Am I missing a setting somewhere, where I can have the layers actually reset when the layout starts?

    https://copy.com/kHQYxbeqquDNNkmL

  • Does anyone know of a quick way to resize your event screen?

    I have my computer hooked up to a 32" full hd tv. Whenever I turn off my screen while I have C2 running, when I turn it back on again, everything is minimized to the left (meaning my events). It's as though the program is trying to accommodate for the resolution being smaller than it actually is.

    It's very annoying, and I need to scale everything back up every time.

    Anyone else get this, or know of a way to stop this from happening?

  • Sorry for bringing this up, but I wanted to ask... is there a reason we can't simply add in another sprite sheet or frame to the SpriteFont to use in order to change colour?

  • R0J0hound - That had me confused for a moment. I was thinking "But dictionaries aren't objects that can be added to layouts." But I switched to a layout view as opposed to an event view, and yes, now I can clone them again.

    I then switched back over to an event tab, and the clone feature vanished. It's odd, because from the event tab I can still right click my object types and insert a Dictionary no matter what tab I'm on, but I must be in layout view to clone them (and it doesn't matter which layout I'm in).

    Maybe this is by design.

  • blackhornet How far into the project are you? I could do it in a fresh project, and even half way in, before I really started working on the dictionary file. It's now that I cant, and I was hoping someone was aware of something that would stop that happening. On mine, it's now a greyed out option.

  • Does anybody know at which point C2 stops you from cloning Dictionary objects? If you start a new project and add in a Dictionary, if you right click it, you can select Clone.

    I made it half way through a project, added in a Dictionary, added some variables to it, then cloned it before realising I wanted to add more data to it, so I deleted the clone. Now, here I am a couple of days later, and I now have it finished and want to duplicate it 2 more times, but can no longer do so.

    I referenced the data in this Dictionary 3 times, and have tried deleting these events to see if that helped, but unfortunately not.

    So yeah, just wondering if anybody knew how to clone Dictionaries, or what action stops this process from being possible. I now have to create multiple Dict objects and add in the variables one by one.

    This a bug, or by design? If by design, could someone please tell me the benefit to locking this feature?

  • sqiddster Sorry to bump this again, but I'm working on your example, trying to get multiple lasers working at once. I can see earlier than you mention this in regards to applying it to containers, but that looks like it may be referring to an old one.

    I downloaded your capx and simply added in another ray. Only the original appears to be affected by the code, and I can't figure out why. Any chance of some extra help on that?

    *edit - saying that, it looks like replacing the Pick - Function.Param(0) with a for each does the job. Just not sure what the knock on effect will be.

  • Yeah, I had the same after I started saving to the pc rather than the cloud folder. It even came up with a message asking me to copy and paste (CTRL-C) an error message, but when I did that it just made an error noise, and nothing was copied.

    But this bug is closed, so who cares, right?

  • Well, tbh, don't work from a cloud drive, use that for backup. I also suggest saving it as a project (e.g. individual files) unless you actually want a single file .capx to send to someone. I've had C2 crash with image issues a couple of time, fortunately nothing terminal but fiddly to sort out. Saving as project seems to work more reliably.

    Worked perfectly fine for 3 years straight... and I work on my laptop and 2 pcs, so being able to work off of one file is useful. Suddenly stopped working after installing 206... but OK.

  • Colludium Brilliant! Thank you!

  • Colludium Looks great for the most part. Might try to increase the number of particles, as it does become hard to see at high speeds.

    R0J0hound That sounds a little bit above my abilities.So you're saying store the pos of 2 particles and use lerp to get the position between the two, then create a particle in that space... Might that be quite CPU intensive?

  • I'm wondering if anyone out there has a decent technique for having particles work with very fast moving objects.

    In my game, I have an object that's moving at 1000 pixels a second. It's spawning a smoke particle every tick. I note that the particle has a slight gap between it and the next one. I'd like to remove this gap, and was hoping someone knew of a great method for doing so.