LoobyLoo's Forum Posts

  • In this particular case you will probably need to use Pin behavior to pin the hand to image point on the arm. Or update its position on every tick with events.

    I wish there was an option in the Hierarchy for this particular requirement. But maybe in the future, we might see one.

  • Now I know where I made the mistake, Thank you so much.

  • Basically, I want to know how to PIN when creating or spawning an object.

    I got a post, where a user suggested

    On created, there is an action of Pin.

    Set to the wanted position and Pin to the object that you need.

    But couldn't figure it out yet.

    Please Help.

  • When you spawn an object, in a sub-event pick its arm and hand using "Pick child" condition.

    Could you be more elaborate? I'm using the function to spawn the obj.

  • You can still use the hierarchy to create all objects. And once created, pin the hand to the arm.

    Thanks for the suggestion. I often find myself in this situation in various contexts

    When the user click the spawn button, all the required object is created, After that, I set in every tick that it should Pinned to the respected position. But the problem occurs when the user hits the spawn button again, the pin only attached to the firstly spawn object only.

    I want to know how to accomplish that. It would be great if you could guide me on how to do this without using Hierarchy at all, just the shake of learning.

  • You also need to apply the physics behavior to the wall and choose "unmovable" in the physics properties.

  • Thanks, Initially I tried with PIN, but dropped it because of couldn't figure out, how to make it work with the multiple instances without cloning

    Means,

    When the user click the spawn button, all the required object is created, After that, I set in every tick that it should Pinned to the respected position. But the problem occurs when the user hits the spawn button again, the pin only attached to the firstly spawn object only.

    Please check this new test c3p, and try to click the spawn button multiple times, you will know what issue I'm talking about.

    I tried with "For each" but couldn't figure it out.

  • I have attached a hand to a body, with the body as the parent. Now, I have attached the palm to the hand, now the hand is the parent. The game logic is that when the hand size increases, the palm repositions itself to the appropriate area on the hand, (Nothing fancy going on, I have attached the hand to a body and palm to the hand, that's all)

    as shown in the image below.

    Now, coming to the issue part, Originally the palm was a perfect circle, but As you see in the below image, the palm-size is distorted when the size of the hand increases

    To fix this, I have unselected the transform width, but the palm sprite not honoring its parent's XY position.

    Obviously, we always set the size of the palm fixed on every tic, but can we achieve this using the hierarchy itself?

    Here is the test C3p for reference.

    Tagged:

  • I think it is being replaced.

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  • Hi UltraLion thanks for your response, Yes I already did that, and it keeps the current size but the issue lies in the moment when I took the screenshot, If you resize the viewport (just making it bigger or smaller), depending on the size of the viewport that resultant screenshot is varied. This is a bit difficult to convey, please check the attached c3p.

    But I believe this is the expected behavior of Snapshot Canvas action, I'm looking for a way to fit it to my requirement that is no matter what the viewport size is, I want to export a fixed-size screenshot of a particular area.

    Another way I think it is possible is that Before exporting the screenshot, resize it to the desired resolution, but I don't know how to resize it to a certain size and then let the user export that.

  • That might be a bug that appeared in C3, I only encountered that once, I hope that is now fixed in the latest beta.

    To fix my project I followed this from Dop2000.

    Looks like some files in the project are missing or corrupted.

    Check the files mentioned in the console error messages, for example gg_anim-faling-000.png

    If this file exists, try opening/saving it with a program like Paint. Or try restoring it from older backups, or replace it with another file of similar resolution. See if it makes the error message in the console to go away. Do this for other files.

    I highly recommend you use Git on your project and commit every once in a while. This way you always have backup.

  • Check this .

  • I have a sprite on the layout, and I've implemented logic where only the area covered by that Sprite is captured when taking a screenshot (using the "System: Snapshot Canvas" action)

    > -> System: Take snapshot of canvas (PNG, quality 75, offset LayerToCanvasX(1,Sprite.BBoxLeft,Sprite.BBoxTop)×PlatformInfo.DevicePixelRatio, LayerToCanvasY(1,Sprite.BBoxLeft,Sprite.BBoxTop)×PlatformInfo.DevicePixelRatio size Sprite.Width×(PlatformInfo.CanvasDeviceWidth÷ViewportWidth(1)) x Sprite.Height×(PlatformInfo.CanvasDeviceHeight÷ViewportHeight(1)))
    

    via)

    If I export the screenshot, how can I ensure its size? Let's say I want to export a specific area of the screen at an exact size of 277x277 pixels. How can I achieve this? Normally, when taking a screenshot, it adapts to the screen size, but I want to capture a particular area at a fixed resolution.

    One way it can be done is by turning off the full-screen mode in the display properties. However, this approach doesn't allow me to export it to Android. Please assist me.

    Here is the c3p.

    Edit:1

    Another way I think it is possible is that Before exporting the screenshot, resize it to the desired resolution, but I don't know how to resize it to a certain size and then let the user export that.

  • You can't upload to a specific frame, it always uploads to first frame of Animation AFAIK.

    You are right, we can't. I'm not sure why it's so limited. Nonetheless, it does the basic job.

    By the way, thanks again, I was able to figure this out.

  • Wow, thank you so much, this is exactly what I was looking for.

    Just one question: Can we set the animation set and then the frame? "FileChooser.FileURLAt(0)"