BanksySan's Forum Posts

  • dop2000 Why after a delay? It's more realistic if there's no delay at all. If you deley then the speed of the return will be different to the speed for the launch.

  • I assumed that the nwjs object that I'd be able to use Node modules, but I can't see any way to do it.

    Can it be done?

    If so, how to I do it?

  • I've made it extra super simple, only one transition from Layout 1 to Layout 2 and nothing else. The event sheet is only on Layout 1.

    + GlobalSprite: Is outside layout
    -> System: Go to Layout 2
    

    The effect still happens though, moving from one layout to another causes the global sprite to be cloned.

    drive.google.com/file/d/1IYp-W__03Ryam8rVF5AT3ivVAWvvQGiW

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  • I want the sprite to move from layout to layout, like you'd expect in a platform game when a character moves from one screen to the next.

  • I've asked a couple of similar questions about this already, and got useful help. This seems slightly different enough to warrant a new question though.

    I have an example here: https://drive.google.com/file/d/154eGEXPKil_HPeW771m2ZEkJ6SHvWYLY

    The global sprite moves from one layout to another. It goes mental though and creates a duplicate of itself.

    + GlobalSprite: Is outside layout
    + System: Trigger once
    ----+ System: LayoutName = "Layout 1"
    -----> System: Go to Layout 2
    
    ----+ System: Else
    -----> System: Go to Layout 1
    
  • Cheers , I haven't heard of a Global Layer yet.

  • I have a status bar which contains the score, lives etc.

    How to I share a single instance of this over many layouts?

    Tagged:

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  • When an even occurs, a sprite needs to be sent back to it's original location. This would usually be on a different layout.

    If I can't send the sprite, can I reference an image point on a sprite on a different layout?

    Is it possible to do this, of do I need to destroy the sprite, store that it should be generated again on the original layer and re-create it when that layout loads again?

    Tagged:

  • This might be usefull, allthough it might not be:

    One way wall - capx

    Using 8 direction behaviour the wall can be gone through from the left but not from the right..

    LittleStain

    Could you put your demo up again? A one way platform is (a bird table for a bird to land on going downwards, but not get blocked going upwards) is exactly what I'm looking for.

  • A crash? First ever.

    Do you want dumps posted here? (teeheehee, dumps)

    Error report information
    Type: unhandled rejection
    Reason: Error: tile editing does not support resize tool @ Error: tile editing does not support resize tool at t.ǃtyR.ǃtFo (https://editor.construct.net/r164-3/projectResources.js:1:732674) at https://editor.construct.net/r164-3/projectResources.js:1:709387 at async t.ǃtyu.ǃtLg (https://editor.construct.net/r164-3/projectResources.js:1:729633) at async t.ǃtyu.ǃtLP (https://editor.construct.net/r164-3/projectResources.js:1:729389) at async t.ǃtyu.ǃtLk (https://editor.construct.net/r164-3/projectResources.js:1:729125)
    Stack: Error: tile editing does not support resize tool at t.ǃtyR.ǃtFo (https://editor.construct.net/r164-3/projectResources.js:1:732674) at https://editor.construct.net/r164-3/projectResources.js:1:709387 at async t.ǃtyu.ǃtLg (https://editor.construct.net/r164-3/projectResources.js:1:729633) at async t.ǃtyu.ǃtLP (https://editor.construct.net/r164-3/projectResources.js:1:729389) at async t.ǃtyu.ǃtLk (https://editor.construct.net/r164-3/projectResources.js:1:729125)
    Construct 3 version: r164.3
    URL: https://editor.construct.net/
    Date: Mon Sep 16 2019 22:03:08 GMT+0100 (British Summer Time)
    Uptime: 31357.2 s
    
    Platform information
    Browser: Chrome
    Browser version: 77.0.3865.75
    Browser engine: Chromium
    Browser architecture: 64-bit
    Context: webapp
    Operating system: Windows
    Operating system version: 10
    Operating system architecture: 64-bit
    Device type: desktop
    Device pixel ratio: 1.100000023841858
    Logical CPU cores: 12
    Approx. device memory: 8 GB
    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/77.0.3865.75 Safari/537.36
    C3 release: r164.3 (stable)
    Language setting: en-US
    
    WebGL information
    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)
    Numeric version: 2
    Supports NPOT textures: yes
    Supports GPU profiling: yes
    Supports highp precision: yes
    Vendor: Google Inc.
    Renderer: ANGLE (NVIDIA GeForce RTX 2070 with Max-Q Design Direct3D11 vs_5_0 ps_5_0)
    Major performance caveat: no
    Maximum texture size: 16384
    Point size range: 1 to 1024
    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_filter_anisotropic, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context
    

    Tagged:

    winkr7

    Wrap it in a code tag.

    Are you a JavaScript programmer usually?

    The strange behavior is actually correct, documented behavior. The wait will be compiled as a setTimeout(0), which will not make any minimum wait time but will put it to the back of the execution queue.

    I suspect the second it being passed into the first as a callback or being executed with a promise. In either case, the execution will be added to the end of the execution queue, so will be executed later.

    I suspect the second it being passed into the first as a callback

    I take this bit back.

    I suspect the second it being passed into the first as a callback or being executed with a promise. In either case, the execution will be added to the end of the execution queue, so will be executed later.