Casual_E's Forum Posts

  • 13 posts
  • I tried your suggestion and other things in Project Properties but didn't have any luck. Still looking for the answer. Here's some more info if anybody has any ideas:

    The alpha problem doesn't happen if I do a remote preview from a pc and open the link on my iPad.

    The alpha problem does happen in Safari and Chrome on the iPad if the project is previewed from Construct running from either of those browsers, preview or remote preview.

    Here's what the problem looks like when the game is running on iPad:

    Here's what the image looks like in Photoshop:

    Here's what the image looks like in the Construct editor:

    Any ideas? Thanks.

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  • I'd like my game project to exist online and get updated every few days or so with a new level. Levels aren't continuous - you pick one to play from a menu, you finish it, if you want to keep playing, you pick another level. A level is contained in its own layout within the project.

    I don't want to keep adding the new levels/layouts directly to the project and wind up with one giant download just to play a single level. The levels reuse sprites, scripts, event sheets, etc. from the main project, but also have a unique image just for that level. It would be nice to be able to save a layout in a file separate from the project and load that as a level as needed.

    Any thoughts on how to structure something like this?

    Tagged:

  • That's how I have it now - I create a sprite with that image in the layout. Also, I created a subfolder under "Object types" and keep those unique images in there.

    I think I'm still trying to figure out the right question to ask for how Construct does things. Gonna ask a different question in a new post.

  • I have the levels of my game each saved in their own layout. Each layout has one unique image that goes with that level. I plan on having quite a lot of levels. I was hoping to somehow save that unique level image in the layout along with the rest of the level but not sure if that’s possible.

    Any recommendations on best practice here? Thanks.

  • I’m using Photoshop to export sprites as pngs and then import them into the Construct image editor.

    I see white-ish edges around the transparency of the sprites when playing the game on an iPad, but not seeing them when playing on my pc laptop. The effect is like the sprite’s alpha is being saved as if the image has a white background, maybe something to do with premultiplied alpha. The white-ish edges effect happens in both Safari and Chrome on iPad.

    Any ideas on how to get around this? Thanks.

    Tagged:

  • Ok - thanks for the idea!

  • I've got sprites organized into sublayers and am looking for a way to get all the sprites on a single sublayer. Was expecting to see a function like layer.GetAllObjects() but I don't see anything like that.

    Any ideas? Prefer to be able to do it in javascript but if there's an event way to do it that's also ok. Thanks.

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  • Works! Much obliged.

  • I'm trying to figure out how to play a timeline from script. In particular, I'd like to play a timeline within an sync function and use await/finished like I can with tweens, but I can't find any examples of how to do this with a timeline.

    Anybody know if this is possible?

    Thanks!

    Tagged:

  • Hey thanks a bunch - that worked!

    I even phrased my problem incorrectly and you wisely gave the right answer.

    I incorrectly said the event block still executes when playerInput is false. Well, no, the event block doesn't get executed, like you said.

    What I was really wanting to find out was why the drag start still happens and the sprite still gets dragged. And that dragging was what I was trying to prevent. I'm realizing that the DragDrop behavior has its own code it's executing and to alter what it's doing I gotta use the Drop action.

    Thanks again.

  • I'm trying out the DragDrop behavior on a sprite and I'm using the DragDrop drag start trigger. I have another condition there in the drag start event block, which is a check on a global boolean variable named "playerInputIsOn", it looks for it to be true. I'm using "playerInputIsOn" to disable player input at different times in the game.

    So when I set "playerInputIsOn" to false, the drag start event block still executes its actions. Is this how the DragDrop behavior is supposed to work or am I doing something incorrectly?

    Thanks for any help.

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  • I've got a family I created in the layout with some instance variables in it, I want to access those instance variables from JavaScript, but I'm having trouble finding an example of how to do this.

    Can anybody show me the syntax or point me to an example? Thanks.

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  • Anybody know if this is a quirk with tweens?

    I'm seeing this happen. I'm playing a tween on sprites when the mouse goes over them, stops playing when the mouse is off of them. If you drag the mouse real fast you can have that situation where a tween starts and stops in the same frame.

    Tagged:

  • 13 posts