birdboy's Forum Posts

  • I haven't read the entire thread so forgive me if it was already mentioned.

    luckyrawatlucky's insanely good Theme Dark seems to have the perfect solution for this already. Only your active tab shows the little x, all others don't have the x. So your tab bar isn't littered with small x buttons but you still have a quicker way to close tabs than right clicking and searching close.

  • Yes!

    I thought I'm crazy and it's somehow my fault but even without any addons and just a few events it runs like garbage now. It runs buttery smooth in Firefox but Chrome feels unusable to me. Just a few events are enough to make every popup (e.g. adding a condition or action) take like a second, it's awful.

    Made me transition to Firefox for now. Unfortunately that comes with its own set of problems but Chrome seriously is unusable right now.

  • Oh, my proposal wasn't even the correct one. Use System > Pick by evaluate instead. Taking a look at the first problem right now.

    Is there a specific reason why you aren't using a function instead of a boolean? Like this:

    I have no clue what I'm talking about to be honest but I think the reason why your solution doesn't work is because the boolean is set in a trigger event. They are handled individually, so the boolean is set back to false directly after.

  • Here's a different issue, but its the same problem...as my game starts to get closer to being finished, adding lots of options for different controls and I start programming more complex AI I've been running into this issue a lot. How to add an OR to a string of ANDs? I know it can't be done, but shy of duplicating code what are the expert Construct users doing?

    like here, how do I add an OR to this? or rather how do I work around this? if I create a subevent then it won't bounce out to the else. (I have a few else's with the final else being an error sound)

    You could combine them into one condition using System > Evaluate expression - 'grid_piece.in_range_player <> grid_piece.hasLRRD'.

  • Or change the wait duration to 'loopindex'/10 seconds.

  • Without the timer all particles would instantly disappear when the orb hits a wall. This way they linger around which looks much better. Give it a try and set the timer duration to 0 seconds, you should notice the difference pretty clearly.

  • Unfortunately I can't answer your question but boy, I'd love a 3d tilemap object. I can't stop thinking about it since the addition of the new 3d shapes. That would be such a great addition for so many of my games (mostly grid based puzzle games).

  • Yeah, I made a thread about it a long time ago. There's no point in glossing over it, the way this is handled in C3 is bad.

    construct.net/en/forum/construct-3/general-discussion-7/object-types-instances-141711

  • Yes, that's exactly what it does - it picks your button instances one by one. But that has nothing to do with your button text. Construct doesn't know which text belongs to which button and because you aren't picking any specified button texts in your loop event it simply adds all texts as a child at once.

  • As a puzzle game dev this looks lovely!

    I'll keep an eye out for the release and buy it if it's versatile and customizable.

    Keep us updated!

  • Thank you, got it! I was overcomplicating the translation a lot for whatever reason.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • You are welcome! See the plugin page for a new project I just added for bone control.

    Thanks a lot Mikal! Gave it a quick look but I guess I'll need to give it some more time later to understand how you're translating the bone position to a layout position so you can set the bone to the mouse position.

  • Mikal Bone control! That's fantastic, thank you so much for your ongoing development of this addon.

    Do you have a sample project of how exactly you're doing the bone control? I gave it a quick try but unfortunately couldn't get it to work correctly.

  • That's great to hear. It's adding so much visual flavor to your scene.

  • LukeW Your game looks phenomenal and the plant swaying is beautiful. Isn't such an amount of effects insanely performance intensive?