konjak's Forum Posts

  • Well, that seems another issue, and it involves "destroy", after all.

    EDIT: By the way, I'm even getting a crash from my most problematic event if I shoot a certain enemy, and I have no idea how to determine why it happens. Debugger tells me nothing, just that that enemy has a problem on a line that just sets a variable to the variable of another family.

    Maybe I should just make something simpler in Construct for now.

  • Of course my attempted example had no issue like that, like friggin' always!

    But it doesn't change the fact that both recent attempt where I've been trying to use families, the values screw up and I end up not being able to use it. I hate this. When I can't show the exact problem it of course can't be fixed, or realised if I'm the cause.

    EDIT: Yes, I use sub-events. What is the issue exactly?

    If anyone wonders how I came to the conclusion it changes the variable by index it's because an action in my game repeated as if the first value, not related to the Family, reset for whatever reason. That variable is not referenced at all in the code regarding the family.

  • Maybe I didn't make myself clear.

    • My problem is, say, I have these values in a Sprite: bump & lump
    • A Family is given these values: sing & dance
    • I proceed to make Sprite part of the Family, and sing & dance now follow bump & lump in Sprite's variables.
    • I have an event that sets the Family variable sing to 1.
    • Construct proceeds (as it seems) to set bump to 1, as it's the first variable to the Sprite, because Family's value sing is first in the list to the FAMILY, so therefore it seems to search for a variable by index, not its exact name.

    I haven't had time for extensive testing, but Construct is at least changing the wrong variables.

    EDIT: I'm gonna try an example file. My bets are that the same problem won't happen when I try to recreate it, like always.

  • Having unique variables for instances within a Family just doesn't seem to work. It seem Construct looks for a variable's index number rather than its literal string name.

    What I'm saying is I had a "bullet" sprite created before I got around to making a family for all kinds of bullets, and I gave that family its own variables. But as I check against the "first" variable for that family, if I already have variables unique to one specific bullet instance, it will check the "first" value in the list of that specific bullet's variables.

    Am I missing something here, or does it indeed check for just a numbered index rather than the name of the variable? I am having issues with this in an Event Sheet not tied to a layout.

  • I was going to add collision masks to some enemies in my project but it has turned pretty problematic. I found out how it is applied and it came to my mind that it seems mostly only useful for single-image tiles, unless I am missing something.

    I created a seperate animation with a frame in it that was 24x16, with a hotspot at the bottom-center, because I wanted this to be the collision mask for all frames, but when I execute the command to make it so, it clearly doesn't apply this frame in a way where it uses the graphic AND the hotspot of that frame, but it rather seems it just takes that image and puts it in the top left space of the size of other frames.

    I thought the point of collision masks was mainly for characters in a game, not tiles. Is there a way to do this I missed? If not, I'd really like to request such a feature, even maybe deciding which frame to make the mask in the way I explained during runtime.

    I assume a lot has to do with making every frame in the same size image, but that's not very effective if some frames only require 32x32 instead of 64x64.

    Thanks for the help.

  • I was wondering if there were plans to let you replace files you put as resource, I was mainly thinking about sounds.

    Meaning, I can replace "banshee.wav" with "howlermonkey.wav" and all the events asking for banshee.wav (and of course the file itself) are replaced. And also, I guess, if I make changes to my banshee.wav file on my hard drive, replace it with itself as a resource, but that sort of would go with replacing to behin with.

  • I don't see how that's better when my point was the object underneath I want to pick has part of it visible, but right now the above object will get picked if part of its bounding box is covering the object I want.

    A dropdown list seems like overcomplicating things a lot, and you wouldn't be placing objects completely underneath others very often, would you?

  • I'd love it if, in the layout editor, you picked objects by clicking on their opaque pixels instead of their bounding box. With lots of sprites tightly placed to make up terrain it gets hard to pick the ones behind others that are still visible.

    Hope you consider it!

  • Yeah, seeing as it would be USING OpenGL to MAKE it Java, why not just an OpenGL version?

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  • what was that now?

    like multiple instance of one spritefont object

    and if the second one shows text, the first one stops showing text?

    This one's the problem.

  • Creating multiple of the same SpriteFont and they aren't Always set to a text still makes old ones stop showing text.

    Side note, would Always showing a text be very processing-heavy when put in a game, considering it constantly creates and destroys 100+ sprites?

  • Ah, of course, can't quite get into the "each letter's a sprite"-mode.

    And yeah, I'd much rather destroy balloons instead of making a system keeping track of which ones to use and keep like a couple around and pick ones that aren't currently in use, etc.

  • I'm not sure how that relates to the text of SpriteFonts never disappearing, because I still can't destroy text properly, since your point is it will still destroy before the next screen refresh, and it doesn't.

  • Hate to point out even more stuff, but I found some issues...

    CAP: http://www.konjak.org/spritefont.cap

    When executing a "destroy"-command the object doesn't actually destroy until I create a new one of the same object. Left click is to create a text, right click to destroy. May be notable that the original SpriteFont has "Destroy on Start" ticked.

    Making this example I also noticed that if I create multiple SpriteFonts out of the same one and the old ones aren't told to somehow always "show text" (as in if they are only told upon creation to show text) the old one will have its text disappear.

    Still a kickin' plugin though, I just still can't destroy them right!

  • No worries!

    And thanks!