BerthusX's Forum Posts

  • 11 posts
  • When you add a child to an instance, Construct does all the calculations needed so the child keeps it's original transformation before attaching.

    Effectively what that means is that upon adding a child, it get's no visible changes. Only changes made to the parent after attaching will affect the child.

    If you mirror the parent after adding the child you will see a change.

    Hi thanks for detailed explanation, yeah from my tests I noticed that if you add the child and then do changes to the parent it effects every child attached but in my case I'm spawning child as the game progresses and applying every change made on parent individually on the child that just spawned makes parent/child relationship useless :( It would be awesome if we could setup a way that children just take every change their parents has after getting attached to the parent.

  • I have 2 sprites.

    SpriteParent

    SpriteChild

    I set SpriteParent as "Mirrored"

    I Add child "SpriteChild" relationship on "SpriteParent"

    Then I spawn "SpriteChild" on "SpriteParent" image point.

    SpriteChild spawns "Not mirrored"

    I was expecting it to spawn like his parent "SpriteParent" as mirrored.

    Can somebody explain why it doesn't work that way?

  • Magic Browser is Client/Server based browser.

    Right now the Android version is in development.

    Solutions:

    • No need to touch your phone to test your game.
    • Full-screen Webview browser the same that's being used to build APKs for C3.
    • One click device orientation.
    • No more QR Code scanning for remote preview.

    Work in progress:

    • Displaying console logs inside Magic Browser server.

    Demo:

    https://streamable.com/g3qeia

    Buy me a coffee <3

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Expected result:

    Conditions:

    System: On start of layout

    System: 0 > 5

    Logged:

    Hello

  • Hi,

    I want to extend Browser.Log function of default Browser plugin so it also logs conditions.

    Example Setup:

    Conditions:

    System: On start of layout

    System: 0 > 5

    Event:

    BrowserExtended: Log With Conditions | ("Hello")

    Code:

    logWithConditions(log)
    		{
    var conditions = xxxx;
    			console.log("Conditions: " + conditions + " Logged:" + log);
    		}
    

    How to receive conditions? Is it possible to receive conditions?

  • You do not have permission to view this post

  • How can I make First layout start on pressing F5 in editor instead of current open Layout? Thanks.

  • I'm willing to pay.

  • Is there a Rex_DragScale2 for Construct3?

  • Pinning same sprite one after anothe with distance? Yes you are able to do that but with lag compensation such as my example:

    https://www.dropbox.com/s/dweiseyefic0m3g/pin_to_pin.capx?dl=0

    Thanks this example is very enlightening <3

  • I gave this a quick shot and failed as well. What I can say is that using invisible helper sprites as pinning assistants didn't work out in the end, and if I were to attempt again I would definitely utilize families, probably not rely on the built in behaviors, and use an instance variable to keep track of groups of pinned objects.

    The good news is that the pin and drag drop behavior are both probably among the easiest ones to recreate by events.

    Scene graph hierarchies may also possibly be of use here to keep track of groups, but I unfortunately have zero experience with those yet so I'm not sure.

    Thanks for trying,

    You seem to be right after trying for hours I'm almost about to conclude that pin behavior isn't able to do this and drag&drop is very plain. Going to try to do it with heavy logic if there is no simple solution from no one.

    That heavy logic would be:

    If SpriteX offsetX < 30.

    -> SpriteX(1).X = SpriteX(1).X - 30 (bring them closer)

    -> Save in some storage(json)

    -> -> SpriteX(0) parent of SpriteX(1)

    On dragging

    -> If has child move child to parent position.

    Praying for easier solution from someone before i start my conquest of try&error. :D

    Again thanks for trying!

  • Hi all,

    I'm building a level designer like Mario Maker. The user can spawn multiple sprites with a button.

    Create object "SpriteX" on layer etc.

    SpriteX has behavior Drag&Drop & Pin. When the user drags a SpriteX at offset X 10 to another SpriteX they should stick to each other like Lego parts stick to each other. I want to let them unstuck with double tap later.

    I tried a lot of things before opening this topic and did 4 hours of searching yet failed to make this happen.

    Any help is welcome.

    Thanks for reading.

  • 11 posts