locohost's Forum Posts

  • yes I have screen scroll control setup. That part works fine. I just want a way for the player to temporarily see the entire game board whenever they want.

  • You shouldn't have to set the window size to the layout size, and I wouldn't recommend doing that. Try setting the layout scale -- since your layout is three times bigger than the view port, a scale value of 0.3333 should make the whole layout visible.

    That works too. Thanks Why do you "not recommend" setting canvas size?

  • Ok this works...

    [attachment=0:1fmy47sf][/attachment:1fmy47sf]

  • Looks like you have to set Window size to the full game board size of 5760 x 3240. Haven't tried this yet while the game is running, on button click. Will try now...

  • I have. It doesn't do anything that I can see. Screen looks same.

  • I have a big detailed isometric game board layout. It's literally 3x the normal 1920 x 1080 viewport. It's 5760 x 3240. You can scroll around while playing to see all the areas on the game board.

    What I'd like to do is provide a HUD button you can click to momentarily re-scale the big layout so it's fully visible within the 1920 x 1080 viewport. I'm sure this is possible but it's not coming to me quickly.

    Is there a simple way to do this?

  • The dummy sprite idea is pretty good. Had not thought about that. Thank you nimos100 !

  • Yeah the z order bar is helpful, true. But I still think in stack of sprites in diff layers, when you click, you should get the one in the layer that is selected. Seems intuitive. I'm working on a complex isometric game board layout with several layers of objects. Building it is a bit tedious, which I expected, but I'm noticing some editor tweaks that could make it go faster

  • I would have assumed that if I have a layer selected in layers panel, that I can select sprites in that layer. However, this is not true. The editor is not concerned with the active layer, only the actual layer order when selecting.

    I understand you can hide the upper layers to select sprites on lower layers. That works fine, but it seems easier and more intuitive that sprites on the selected layer should get selected when clicking in the editor regardless of upper layer visibility.

    Does this sound like something that should be fixed?

  • I don't think this one is going to happen

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  • Oh wait!!

    I'm momentarily moving the Token up to HUD layer when dragging so it always floats on top of the viewport, then moving it back down to it's Tokens layer on drop. This must be the issue! Testing now...

    bladedpenguin You actually were right and you solved my problem. Thank you, thank you!

    I added another "Dragging" layer, just under the HUD, but above all other layers with 100/100 parallax. It's working now.

  • Oh wait!!

    I'm momentarily moving the Token up to HUD layer when dragging so it always floats on top of the viewport, then moving it back down to it's Tokens layer on drop. This must be the issue! Testing now...

  • Please ignore this post, see solution below...

    Wow, you were right. It's very, very bad that you were right

    So it appears you cannot use a stationary (0/0 parallax) HUD layer for your controls.

    So unless there is some trick documented in fine print, to use the system-pick-overlapping-at-point function, you cannot have any parallax at all. You will have to add code to the every tick event to reposition your HUD controls.

  • That's a very interesting thought I had not considered. Checking now, the parallax is identical on 4 of my 5 layers. The only layer that doesn't have a matching parallax is HUD, which is 0/0, and on top of course so my HUD controls stay visible and in the same position. It would be an awful surprise if the HUD must also be 100/100 to fix this. I will try now...

  • Why is this Pick-while-dragging-Token working only when Viewport is at 0/0? It Picks Tiles and highlights them as I drag around the Token. However, when I scroll the Viewport, then try to drag a Token, this completely breaks and picks incorrect Tiles...

    [attachment=0:9vx64xjv][/attachment:9vx64xjv]