Beyondgodd's Forum Posts

  • Hey!

    I want to have a topbar navigation for my game, used for debug, with some menus inside.

    I have my HTML and CSS code working well when I test them in some simulator, but once I tried in game, everything is break, it seems that the hidden content didn't seems to works.

    Is it possible to fix this?

    My code :

    <!DOCTYPE html>
    <html lang="en">
    <head>
     <meta charset="UTF-8">
     <meta name="viewport" content="width=device-width, initial-scale=1.0">
     <title>Menu Déroulant</title>
     <link rel="stylesheet" href="styles.css">
    </head>
    <body>
     <div class="topnav">
     <a class="active" href="#home">Home</a>
     <a href="#news">News</a>
     
     <!-- Menu déroulant -->
     <div class="dropdown">
     <button class="dropbtn">Categories 
     <i class="fa fa-caret-down"></i>
     </button>
     <div class="dropdown-content">
     <a href="#cat1">Category 1</a>
     <a href="#cat2">Category 2</a>
     <a href="#cat3">Category 3</a>
     </div>
     </div>
     
     <a href="#contact">Contact</a>
     <a href="#about">About</a>
     </div>
    </body>
    </html>
    
    /* Add a black background color to the top navigation */
    .topnav {
     background-color: #333;
     overflow: hidden;
    }
    
    /* Style the links inside the navigation bar */
    .topnav a {
     float: left;
     color: #f2f2f2;
     text-align: center;
     padding: 14px 16px;
     text-decoration: none;
     font-size: 17px;
    }
    
    /* Style the dropdown button */
    .dropdown {
     float: left;
     overflow: hidden;
    }
    
    .dropdown .dropbtn {
     font-size: 17px; 
     border: none;
     outline: none;
     color: white;
     padding: 14px 16px;
     background-color: inherit;
     font-family: inherit;
     margin: 0;
    }
    
    /* Add a background color to dropdown links on hover */
    .dropdown-content {
     display: none;
     position: absolute;
     background-color: #f9f9f9;
     min-width: 160px;
     box-shadow: 0px 8px 16px 0px rgba(0,0,0,0.2);
     z-index: 1;
    }
    
    .dropdown-content a {
     float: none;
     color: black;
     padding: 12px 16px;
     text-decoration: none;
     display: block;
     text-align: left;
    }
    
    .dropdown-content a:hover {
     background-color: #ddd;
    }
    
    /* Show the dropdown menu on hover */
    .dropdown:hover .dropdown-content {
     display: block;
    }
    
    /* Change the color of links on hover */
    .topnav a:hover, .dropdown:hover .dropbtn {
     background-color: #ddd;
     color: black;
    }
    
    /* Add a color to the active/current link */
    .topnav a.active {
     background-color: #04AA6D;
     color: white;
    }
    
  • Looks like there are issues with Set Specific Tile Cost action.

    Here is an exemple on my game, if I add additionnal TileCost of 99 at the position of the ennemi, the comportement is really weird for no reason :

    If, instead, I just change the tile at this place by another place with the same tilecost, 99, it's working.

    I've also notice some others strange behavior with this Set Additionnal Tilecost.

    I hope this can be fixedone day, this extension is really incredible.

  • Dop: Yes, but since I have like 500 tiles on my Tileset...

    Mikal : I'll try this, thanks!

    Also, do you know if it's possible to ignore Tiles Cost? I'm working on a Tactical RPG, and Tiles Cost are very great, but sometimes for flying unities I would like to not consider it.

  • Hey!

    It's a bit boring to set each tiles walkable, do you have a solution to do it quickly?

  • Hi!

    This question is more for Ashley since it's brand new, but I was wondering if the new File System Plugin allows, or will allow, loading/saving files without using the file picker, but just by using a specific path name?

    I have always created custom Level Editors when developing games, but it was complicated to manage with Construct before because of the lack of local files managing.

    This new plugin is truly a blessing, and it will significantly change my approach to game development with Construct.

    However, I believe that having this kind of saving/loading feature is a must-have.

    Do you have more information about this?

    And thank you so much for the awesome job!

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  • Hello,

    Right now I'm using Easystar and Magistross code for a simple grid movement like Fire Emblem.

    construct.net/en/forum/game-development/game-development-design-ideas-25/simple-grid-movement-128763

    (Source here :

    construct.net/out

    I wanted to add another system to it, by automaticly add another boxe to the movements boxes, to represent the attack zone from the player.

    Exemple here :

    (Dots line are the zone where the player can attack.)

    Saddly I didn't know how to do that by having an hundred of calculation, I'm sure they is a simple way, but I just can't get it.

    Hope you will be able to help me.

    Thanks!

  • That's working, thanks a lot dude.

    Is it possible with EasyStar to have cost of each tile from a character?

  • Thanks for the sample, I don't know why but I can try the game, when I want to play the scene, it's freezing at the loading page.

    Maybe I'm not using the last version of EasyStar?

  • Sure I could put all the frames at the same size, but since I already have a lot of animations, I would prefer to not have to do that if possible ahah.

    But if it's my only choice yeah, I will probably go that way.

    Thanks for your answer.

  • If i'm remember well, ennemis move as Bullet in Vampire Survivors, so it's pretty easy, just use Bullet Behavior, and set the angle to angle of your Hero.

  • Hello!

    I've got a problem with my 3D game, I'm using a 3D shape with 2D sprite, but when the animation of the sprite change, and by the same time the size too, the 2D sprite is resized to the 3D shape, it's happen something pretty ugly like that :

    zupimages.net/up/22/31/b4kq.gif

    I don't know if it's a bug, or if there is a way to fix that and allow the 2D sprite to change animations and size without being rescalled?

    Thanks you in advance!

  • You're right, I could totally use TileMap, but I was curious to know if there is some tricks to manage that... would have been really usefull in my opinion!

    Nevermind, thanks a lot for your help :)

  • Hey!

    I already checked if it was asked before, but didn't find anything not old about that.

    For my RPG Game, I'm using a big picture with all my collisions square to detect where the player can go or not.

    Problem is, it seems that the collision is not detected by the texture itself, but by the all picture, even the transparency area.

    Is it possible to ignore the alpha part and having the collision only when a sprite overlap the texture itself?

    Don't know if i'm clear so here is my collides pictures :

    Thanks a lot!

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  • Hey!

    I don't know why, but when people try to test my HTML5 game, they have to start it a second time to work, first time a lot of object didn't appear randomly and make the game impossible to play.

    You can try by yourself :

    luminous-speculoos-a8a4a3.netlify.app

    Is it "normal"? I don't know if it's server side, or if it's my game, since it work very well when I export to windows.

    Any suggestion to fix that? Maybe add some kind of wait at the launch?

    Thanks a lot!