brushfe's Forum Posts

  • I agree, congratulations! I like this idea a lot and I could see it becoming quite a challenge with things like limited colours swaps and obstacles on the board. I hope you keep it up!

  • I was recently working in offline mode when the project preview stopped working.

    The F12 console error (below) said it couldn't fetch the Timer behaviour.

    Originally, I was working on this file in online mode, then moved to offline. The project preview worked fine, until I added a new behaviour to a sprite.

    I've never seen this before - is there a way around this? I want to keep working on the flight back, but this has got me a bit worried I won't be able to.

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    This happened to me a month or so ago. It lasted about a week, and stopped just as I was trying to figure out the cause. I'm not sure what caused it to start or stop, but it was on chrome, and the project was medium sized and stored on dropbox. I hope it passes for you as well! (or the root is discovered)

    EDIT: Because of the mention of Windows Defender, this happened to me on a Mac

  • You have two objects with ScrollTo- remove the ScrollTo behaviour from "bkgPrehistoric2" and it should work.

    I'd also remove the 8-Direction movement from the player object. Having this and the Platform behaviour can cause problems too, especially if both have Default Controls enabled.

  • Voted! Congratulations!

  • Is this section of the forums still active? I don't see many replies overall from Scirra. I thought my question here was a simple yes/no/maybe, but it's been four months with no reply.

    It's still a big problem that most of the site isn't using dark mode. It's blinding to check out updates, shop the store, and more when using dark mode in a dark room. Hopefully this is something on the to-do list.

  • Sure thing, if it helps!

  • I just did a suggestion here : https://construct3-21h2.ideas.aha.io/ideas/C321H2-I-497

    I've given what votes I could spare to this!

    I also added a proposal for a function-level version, I think it would be more flexible to control this for each function, rather than a blanket system-wide setting. This image is an example:

    .

    Having a little drop-down icon in the function event could let you show/hide the parameters at will (like how it's done for layer effects in photoshop).

    And I definitely vote for the dop2000's other idea, about seeing the paramters in-line when called!

  • Ah ok, that explains it - I'm on a macbook. Thanks for the reply! Hope it works out!

  • Hey DiegoM, thanks again for implementing Grimmy's idea :) it's a huge help so far!

    At first glance, the image style of the globe kinda stands out from the C3 style, especially in dark themes.

    Maybe it could be adjusted to fit the rest someday? There are some icons that might work in one colour, like these for example:

    (those aren't my designs; I found them on noun project)

    Food for thought anyway. Thanks again!

  • The collision checks problem is a great point, I agree!

    This is likely bottom of the consideration list, having control over FPS would be a great design tool. Certain games/genres/styles feel more appropriate at 30 FPS (retro games for example).

  • There may be something weird with using a wait in a for each loop. Even though it has a trigger once condition, I think that loop will run the trigger each tick, and tell each Dino to wait each tick.

  • If they're placed in layout, you could try keeping track of the zombies/items NOT to spawn.

    For example, whenever a zombie is destroyed, add the zombie UID to an array. When the player enters a room, at the start of the layout, loop through the array and destroy any zombies with UID on that list. The same can be done with items.

    There's probably a more efficient way to do this (like creating one array per layout), but the general idea here is to keep track of just what's been destroyed.

  • How are you spawning the zombies and items? Depending on how you spawn them, there are different solutions.

  • Thanks for your help! I think that workaround should fix it.

    I guess I still don't understand why tilesets use the top-left corner of the grid, but otherwise, construct uses the center of the tile?