lemo's Forum Posts

  • Good to hear Ashley!

    Also I can confirm "for each families" do work for me

    E Bear I need to have everything on the same layer because there's an effect applied to it, and I can't apply it on several layers for both performance and the look I'm after

  • Bring fw/bw is nice, but the most useful would be Number z-ordering, like in actionscript...

    I've seen Ashley 's reply here, but I would agree with linkman that it just eats cpu

    I'm doing something like this, and ordering everything every second just gives back nice freezes... while I could handle it in a much lighter way when each instance is created on a 6-level number-based depth system

  • Do forget to strip down the plugins as well next time, I had to install 3 of them

    Anyway, what you did looks fine to me. If your target instance has indeed this "destroy" animation playing, I guess it's ok with just one "Pick all" at the top like you first did. But there's no way to test the export so I made another example that I can confirm to work...

    PickAll.capx

    Hopefully that helps

  • Yeah all your plugins links don't work

    They just need the *.7z extension at the end

    Funny you're getting txt files, I'm just getting 404 with firefox

  • Yeah in your last screenshot, Pick all is being negated by the subsequent Is animation "Destroy" playing

    Pick all should be right before Pick instance with UID

  • How events work

    After an event ends, the next event begins from scratch. Its conditions will start picking from all instances again.

    On the other hand, sub-events (which appear indented) carry on from where its parent event left off. A sub-event will further filter the instances left over by the event that came before it.

    Your event is targeting a single Sprite, the one being destroyed, that's why the sub-events can't find any other...

    For example, you could add a System action "Pick all", to get all the Number sprites, before choosing one from its ID.

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  • Looking forward to the example as well :]

  • Nice!

    Hey maybe the same technique could be used with a red/cyan shader connected to the layers parallax, for a stereo 3d effect?

  • I would be interested in that as well if that's possible, as I have to lock and un-lock my "gui" layer all the time

  • ranma You should think more before posting your comments, because they tend to be inaccurate lately, and not that constructive...

    imothep85 Apparently the "www" subdomain is important here for the AJAX call

    Try whether to access your page from http://www.mattepainting.be/test/index.html

    Or remove the "www" to the text file in your code

    Maybe there's a universal solution to make both work at the same time though

    EDIT: ah one minute late, you found first ^^

  • Thanks Ashley glad it could make it for the new release

    Just tested in r118 and it works just as expected!

    And yeah I'll think about switching WebGL next time I see a rendering bug

    (I'm on a windows xp system atm, it's not like I can really test on IE10 anyway)

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  • Ashley

    Okay and what about the original post?

    Whether we need to load an image into 200 or 2 instances the problem looks the same to me

    Getting a black sprite from a regular function isn't something one would expect from a commercial game tool, and still looks like a bug from my point of view...

    It's perfectly fine with me if there's a technical limitation to this, or if it happens by design as ranma stated, but it would at least deserve an explanation here or a mention in the manual

  • Oh nice graphics

    The level designs are good but the UI doesn't look as polished

    You could try with different fonts as well

  • Yes you just have to rename the two c2runtime.js, or place them in different paths

    Then rename/redirect as well any mention of c2runtime.js in other files, like the exported html file and the offline appcache

    Ashley For this kind of purpose it would be useful to have a choice over the name of the exported runtime script, like "projectName.js" instead of c2runtime for everything