DiegoM's Forum Posts

  • I think checking the map property "Infinite" substantially alters the format in which the tile data is saved and C3 doesn't understand it.

  • I think this might have something to do with a browser extension.

    Try disabling them one at a time and export each time to see if any of them is the one causing the problem.

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  • C3's support for TMX files was from before TSX files even existed. Before that, tileset information and tilemap information where all in the same TMX file.

    At one point it was brought up that some people were not able to load TMX files generated by the then latest version (can't remember the number now) of Tiled, and it was because TSX files were introduced and the new default was to generate separate files for maps and tilesets.

    I would need to check it to be sure because I haven't seen that part of the code in a while now, but I think that the importer checks the TMX file and if it finds tileset information in it, it uses that. If it doesn't, it needs it to be provided in a separate TSX file. That's why the tileset input is labelled as optional.

    I don't know exactly how it is in the latest version of Tiled, but last time I checked when you created a new tileset there was a check box named "Embed in map". When ticked all the tileset information is stored in the TMX file and if not it is separated to a TSX file.

    If you want to embed a tileset there is a button in the Tilesets pane to do that, I imagine that just pressing it will make it so that saving the tilemap will generate a new TMX with all the information.

    If you have an embeded tileset and want to remove it, there is a button to export the tileset into a TSX file, after exporting it you can use the option to replace an existing embeded tileset with the external one.

  • Try removing spaces from the executable name, I don't know if it will work but it's worth a try just to be sure.

  • Here is an idea, try keeping your current logic, so the enemies won't home in directly on the player, additionally continually measure the distance between the player and the enemy using the System distance expression.

    When the distance is close enough, you can start doing a different movement logic that looks more attack-like rather than slowly approaching the target.

    The first thing to look out for with this kind of issues is making sure the devices have an updated browser and updated graphics drivers.

    Old GPU drivers are the number one cause of weird graphical problems that seem to make no sense.

  • Can you share your project? This sounds like an oversight of timelines, but I would like to check what is it you are trying to do to be sure.

  • I see what the real question is now :P

    What you need to do is run the simulation of time passing when you enter each layout/scene.

    To do that the first thing is keep track of the time when you leave a scene so you can calculate the time difference when you enter it again later.

    If you know the last time you where in a given scene and the current time, you can tell how much time has passed.

    Assuming everything is in the same place and has the same state as before you left the scene, you need to be able to tell each object in the scene to do all the things it would have done in the time that passed.

    Taking from your example, if you left a scene at 30 seconds after the game started, and came back to it 60 seconds after the game started, that means that you need to figure out all the things that would have happened in those 30 seconds, and make those changes.

    For instance, and to keep things simple. If a hen were to reproduce every 5 seconds, in 30 seconds there would be 6 (30 / 5) more hens that spawned from the original hen. If the original hen should move randomly every 2 seconds, it would have moved a total of 15 (30 / 2) times.

    That only takes care of the first hen. The simulation should also take into account what happens to the new objects that would have appeared during the elapsed time and what would have happened to them.

    All of this is easier said than done. I suggest you start real small and then build from that.

  • Try setting up a few layouts and some way to change between them. Then make sure to have a Text instance in each layout to display the result of of the expression.

    In your event sheet set the text of the Text instance to the time expression on every tick.

    You will see that no matter in which Layout you are the time is always the same in all layouts.

  • You can use the System expression 'time' which returns the number of seconds since the beginning. The value always progresses forward no matter when you call it.

  • Using multiple instances of the same flowchart controller is meant for the use case of coupling a flowchart with an instance in a container. So when you pick that instance by some method, clicking on it for example, you can control the flowchart associated to that one instance.

    That is how it's supposed to work, the reason it is confusing is because it is not working properly. This will be fixed soon.

  • Look into templates to solve this problem.

    In the layout view select the instance you would like to create at runtime, after making all the changes you want, look in the Properties bar for the 'Template mode' property and set it to 'Template', then set the 'Template name' property to some value of your choice.

    At runtime when you use the Create Object action, you can fill in the 'template' parameter with the value you used for 'Template name'. The new instance will take all the properties that were set in the editor.

  • The reason the hierarchy in the example previews transformations is because it is part of a Timeline.

    Timelines have a little bit of extra functionality to be able to preview hierarchy transformation while in editing mode, so it's a little bit easier to do an animation.

    When you are not in timeline editing mode though, the different parts of a hierarchy just behave as any other instance regardless of being on a hierarchy or not.

  • I am imagining that you are using the "on node entered" trigger to pick the value of one of the outputs of the current node at random and then you are showing that. The same can be done for the starting node.

  • There is no such thing as a default output.

    When a node is entered you can query the node for the information in any of it's outputs and then decide what to do next.

    What are you trying to do?