lennaert's Forum Posts

  • You don't need the second pick. As soon as you pop up from the first sub-event, the SOL is back to where it was, so just a blank sub-event is sufficient, then do your "touch" actions.

    Ohhw, I did not know this

    I just never took the risc hahaha, thnx

    deathangel1479, it seems I have no clue what your asking really

    From your events above, what is not working ?

  • And play from beginn works here?

    Because I use play from current.

    Edit: Think because yours dont run by tick. Y, is ok, my misstake.

    Unless stated / indicated / logically manipulated, otherwise, every event runs each tick.

  • No you dont understand me.

    Its only an example.

    Its for situation all other must be deselected before select the clicked one.

    For this i source out with a function.

    I only want know if I am right. Any coding result I find myself.

    I try to understand this completly...

    Ahh, yes, I have had similair situations.

    local var TMPUID = 0

    Event on touched X

    action set TMPUID x.UID

    --subevent pick all X

    --action set boolean selected false

    --subevent pick X by unique UID where UID = TMPUID

    --action set boolean selected true

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  • If you clicked the object, it should already be selected, so you would not have to loop through all the objects.

  • up 270 degrees 225 / 315

    right 0 degrees 315 / 45

    down 90 degrees 45 / 135

    left 180 degrees 135 / 225

    Assuming your default animation character is facing right in the image editor (0 degrees)

  • I always use several compares to limit the amount of object I need for eaching through, or use an extensive pick all / pick by evaluate, then for each the results.

  • I only just looked at this, and I can't see any .capx in support. Please see the bug report guidelines re: making a .capx from scratch that you can share. Closing, please file a new report with a .capx if you still want this investigated.

    w0t I already had replies from support relating to this haha.

    I was giving something to shoot at with your debugging of front to back rendering in a project using lots of layer scaling and opactity.

    But no, I did not require a fix. thanks for your time though.

  • You are basing it on a 8 direction's moving angle, and you use set angle and move pixels, which is not using 8 direction movement.

    Try basing it on your regular angle instead of 8 direction's moving angle.

    MapChar.Angle is between etc etc

  • Hey lennaert , did you end up finding a work around for this?

    Yeah.

    For both main issues actually.

    Room state:

    When joining an open room to join a game, the "lobby room" is just a room in the lobby, the host can broadcast a message with a new special room name ie From lobby room "Lobby-Pre-game" send out a message : Join room: "Actual-Closed-roomname"

    When filtering the lobby, just not have it show the closed ones derived from the room names

    This solves both issues at once. Namely closed room states and players joining later.

    This solution I applied in a later stage, before that I simply had the host broadcast a room state just once upon starting a game.

    If a player joined in later, the host would not hand out that gamestate again, ie "GameRunning"

    As a side effect, I made the host send out "spectator" game state to players joining after the game had started, of which you can most likely guess its use

  • Problem Description

    In a scenario with multiple layer scaling and varying layer/objects opacity:

    With High quality full screen scaling & front to back enabled, some objects disappear and the layer scaling goes weird.

    My object seems there ... I can control it and see the scroll to event working ...

    Attach a Capx

    Capx emailed to support

    Description of Capx

    The file is a development in progress, and it is not trimmed down.

    If you want to look at the possible culprit of events, check the FX event sheet, in the ' Layer effects' group …

    No comments, lots of event .. but should be straight forward.

    I do not think its in the events, just how the current implementation of front to back rendering handles them.

    Steps to Reproduce Bug

    Default full screen scaling is currently set to low quality.

    Run the project, and you see the ships on start of layout.

    This is correct

    Then switch to high quality full screen scaling: and the ships are gone and the scaling and opacity is not as it should.

    < r207 I always had full screen scaling to high quality and no problems.

    Observed Result

    With full screen scaling set to high quality, the ships are gone, and the layer scalings are off.

    Expected Result

    I tested this because I simply wanted to see what happens when I enabled front to back rendering.

    I expected no improvements in performance since I use a lot of opacity for varying layers.

    I expected my currently development state not to experience problems (well, I did a bit, but there's always hoping )

    Affected Browsers

    all

    Operating System and Service Pack

    windows 8.1 64bit with intel express gma

    Suspicion

    something incorrect happens with the scaling

    Construct 2 Version ID

    207

  • fldr - between something like AJAX and Sprite, I think that is pretty much no actions at all, making the family pretty useless!

    Sprites vs Spritefonts vs Texts ...

    X,Y, Scaling, Angle, Opacity

    Use cases, sliding menus ...

  • Thanks Vtrix, I updated some of the imagery and effects

    Looking awesome !!

  • In one of the recent versions there was a bug fix for firefox clients connection problems.

    Perhaps this is related.

  • lennaert Great work!, plays smooth here, not much time right now will check more later, I have some pointers graphical wise, maybe we can work together finetuning those, I pm you later

    Looking forward to it

  • lennaert - can you actually describe in detail what they are and how they work? I still don't know any valid reason that the feature is necessary.

    When you take the isometric concepts into consideration, there generally is an "offset" differing the height in terrain level pieces.

    This same concept is used with the playerbase object / animation object.

    Using these together will make (semi) isometric game creation simpler.

    Instead of having to do various calculations to determine the offset, you could simply move/lerp the players/playerbase 'off set' toward the offset of the layer the player moves to.

    But there are far more 'nice' usages for this ...

    Just imagine having 2 layers, big ring at the bottom layer, small ring at the top layer. You can see the big ring through the little rings inside.

    Then play with the offset at run time and it could 'fake' a 3d feeling as the off set moves the entire top layer in a circular motion over the bottom layer.

    You could have plane shifts, parts of the level move-able.

    Or imagine a inner space level, with various layers determining certain 'height' in the galaxy, and as you move your ships, the levels above and below shift gradually.

    Or imagine being in an elevator, and the floors below and above gradually pass you by using the offset.

    Atm, there are other approaches in which you can all reach the similar results, but it would require more calculations and more events to address everything. In contrast where you could manipulate just one layer.

    Some of the above suggestions would assume there is an expression to get the current layer off set.

    I