LittleStain's Forum Posts

  • And what part of this are you having issues with?

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  • Then you should first pick all sprite instances before trying to pick one with a different variable..

    As you should know, a subevent continues with the sprites picked in the event above..

  • Have you looked at the Ajax object?

  • I'm not really sure what you want to do, but because event 7 is a subevent of event 6, it can never be true..

    A the variable turn can't be 1 and 2 at the same time..

  • Many ideas, project files, ajax, filechooser, among others..

    If you could explain more clearly what you'd want to do, it would be easier to advise you on the right way for you..

  • If you click the button the focus is set to the button, because the button is a html-object. You have to click on the layer/canvas to set the focus again on it, then it should work.

    That's what you get for never working with DOM-objects..

    First time I noticed..

  • [quote:3b023uoe]Considering an image that size would use up approx. 108MB RAM I'd suggest not using something that size. Also, few GPUs would be able to render such a texture size.

    Have you tried splitting it up into smaller chunks?

    The file size is like 2mb and yeah I considered doing that, but it would take me so much time and I don't even know if that would help

    File size has nothing to do with memory size..

    In memory the image is unpacked..

    9000x3000x4= 108000000 bytes = 108MB would be the memory size if not placed on a power of 2 texture (which sometimes happens), in which case it would be bigger 16384x16384x4 = 1074MB..

    Sounds like a really bad idea to me..

    Making a much smaller sprite with a gradient and just stretching it should work just as good..

  • >

    > > BUMP:

    > > So I think that I need to make it so that when A (Left) is pressed, D(Right) cannot be pressed? Anyone knows how to disable a key while another key is going on perhaps?

    > >

    >

    > Something like this should work for that:

    >

    > On A pressed

    > D is not down

    > > set direction to left

    >

    > on D pressed

    > A is not down

    > > set direction to right

    >

    Did not work...haha I need to find a way for the computer to think of pressing A and D as they're next to each other, but it seems to process whichever is placed first.

    You did see the difference between "on pressed" and "is down" in my example?

    Should work just fine that way..

    But if you keep having issues, please share your capx, for this should be pretty easy to get right..

  • In this capx:

    Clamp not Working

    I have two layouts

    -Layout1 has a toggle system for my set x with clamp action

    -Layout 2 just has an every tick event setting x with clamp

    Layout2 works as expected, but when toggling on Layout1 everything freezes..

    I'm probably missing something obvious, but can't figure it out..

  • You could use the action

    player set x : clamp(player.x,0,layoutwidth)

    When you don't want the player to wrap..

  • Also PM'd

  • BUMP:

    So I think that I need to make it so that when A (Left) is pressed, D(Right) cannot be pressed? Anyone knows how to disable a key while another key is going on perhaps?

    Something like this should work for that:

    On A pressed

    D is not down

    set direction to left

    on D pressed

    A is not down

    set direction to right

  • Well you could use the litetween plugin, which you can download from the plugin section..

    Other options are the moveto-behaviour plugin or without third party plugins with the bullet behaviour in the way the move to example shipped with construct2 shows..

  • Could you better explain what is happening right now and what you would like to happen?

    If you could tell us what behaviours/events are you using, it would be a lot easier to give advise on what to change..

  • What kind of other rotating or angle setting events/behaviours do you use?

    While in touch it rotates towards touch, but obviously there is something else affecting the angle when there is no touch..

    Maybe remove the set angle inside the movement behaviour would solve your issue..