ElleTrudgett's Forum Posts

  • For example, I have a background texture that is 2x2 tiles. I'd like to use the rectangle tool to place the tiles like so:

    But instead when I select the 2x2 box of tiles and use the rectangle tool to place them, I get this:

    I'd prefer not to have to use multiple tileset objects with different tile sizes, and also sometimes the rectangles I want to repeat are not square (e.g. 2x3 tiles.) I would have to create a new tileset object for every size of tileable group I wanted to use, which seems unwieldy.

    2x3 example:

    Tagged:

  • No

  • Probably just multiply by 0.7.

  • So you expect this behavior to trigger when you hold down S and then press Space. Maybe there is something weird with the animation or the moving event. You could try adding an action after "OR S is down" just to see if it's activating (or use a breakpoint and the debug feature.)

  • For now I'm using a workaround which it to use "Get all key names" (since I'm only using LocalStorage for these keys) and comparing the keys returned and processing them that way, like so:

  • Here's what I'm trying to do. I'm making a slot selection screen for my game and displaying 3 files. I'm using LocalStorage to check for metadata about each slot, using item names e.g. "Save1", "Save2", "Save3". I want to trigger actions when the item is missing (which is a LocalStorage trigger) for any of these items. The LocalStorage "On item missing" takes the name of the key, for which I want to use something like "Save" & LoopIndex, however LoopIndex isn't defined at that time, so it never fires.

    How can I generalize the event here, i.e. without hardcoding events to check for each slot - what if I wanted 100 slots?

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  • Okay yeah, this addon does essentially what I want. Great! :D

  • Edit: it looks like there might be addons that can do this, e.g. construct.net/en/make-games/addons/294/input-manager/aces

  • Is there an easy way to abstract control mapping schemes away so I don't have to handle all the different ways of inputting controls (via keyboard, gamepad, etc.) myself? It would be nice if we could define a common set of inputs like movement inputs and buttons and then only have to code events against that map. It would also be nice for it to handle control remapping to make it simple to edit the control scheme in-game.

  • I think perhaps in your case the inverse of "Space OR Button A" is "Not Space AND Not Button A", so for that one you should "Make it an AND block" instead.

  • Would be nice to have a condition on the Platform behavior to test whether it is ignoring input or not, since this is something you can set on the Platform behavior, but not (as far as I can tell) directly test for.

    It would also be nice to have built in jump-buffering/ledge jump forgiveness by which I mean if you hit jump within 0.1 seconds of landing, or within 0.1 seconds of falling from a ledge, you are still able to perform the jump (automatically when you hit the ground, or immediately if you're falling.) This prevents some situations where you jump just a tiny bit late and fall, which is frustrating.

    Many games also have wall-jumping mechanics, and that's something that could also be helpful to have.