BaconSwagg's Forum Posts

  • I'm pretty sure that it would resize it but I'm not sure. For example, say that the original tilemap image was 100x100, and in game I load in an image that is 200x200, does it get resized to 200x200, or does it stay 100x100 and whatever doesn't fit gets cut off?

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  • Basically as the title says im trying to resize the image by 32x. The resulting image is to be loaded into a tilemap. Essentially each pixel on the drawing canvas should be mapped to a 32x32 tile in the tilemap. Currently i have one drawing canvas that has its resolution set to 10x10, and is scaled to 320x320 in the layout, so that each pixel ends up being 32x32 in game. I then paste that drawing canvas onto a second drawing canvas with its resolution set to 320x320. My idea was to use this method to upscale the image and then save and load the second drawing canvas image into the tilemap. Is there a way to do this? Or maybe just a better/more efficient way? Ive seen others use the DrawingCanvas.PixelScale to fix scaling issues but I cant seem to figure out how to use it for this.

  • See the "Follow Path" example project in the Example Browser.

  • Save the players input in an array and then loop through the array and move the other character according to the array after some delay.

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  • I think you will still have to create the new layers manually, but you can make one global and then all the other layers with the same name will have the same properties.

  • Right-Click -> Mesh -> Edit Mesh

  • What I think could work would be to add all the instances as a child to the main panel, and have the panel tween its position to open/close it.

  • As far as I know there is no way to rotate a slider bar, but you could create a custom one with events.

  • I think that you could use an array or dictionary to store all the quests.

  • 3d image points don't exist (at least not yet), but would adding the mallet as a child of the player solve your problem?

  • nice! :)

  • I do the same thing and I have no idea if it really affects performance, but from my use it seems to work fine.

  • Upon clicking a position in the tilemap, you can check if the mouse is over a tomato.

  • Was the version your friend played exported as macOS? Different operating systems need different versions of the game, so if it's not the right one then it won't work.

  • Is it possible to change the FOV at runtime? From what I can tell it seems impossible, but maybe I'm missing something? If it's not possible then I hope this feature gets added in the future.

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