manontherun's Forum Posts

  • yeah

  • yeah would like to know

  • [quote:1jb05inn]I couldn't really make any sense of your CAP, but I can tell you that when positioning the blocks after array loading, you don't want to use the For Each action, otherwise all blocks will be moved to that position. Anyways, I whipped up a quick example that will do what you want to do in only 2 events(one for saving, one for loading):

    Array Loading Example

    Hope that helps.

    Link is down.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • ty all

  • thx guys

  • Very nice. Looks promising. > Sadly if you add textures to those shapes the texture becomes slightly distorted (as opposed to 3d box) because the distortion doesn't allow for texture z distortion. Its on my todo list to look into texture z manipulation because it would be nice if you could distort each corner of a sprite and it mapped the texture in such a way that it looked 3d. > 've found that you can correct the texture distortion by having a map size of at least 2x2 (the larger your map size the more correct the texture becomes) and interpolating your X, Y, Z values between points (or just X,Y; I've been emulating my Z value). I'm probably not explaining myself very well (I have a habit of doing that). Here is an .exe to show my results however.

    http://www.fileshack.us/get_file.php?id ... ection.zip

    Controls: 1 = Decrease map size 2 = Increase map size Movement: - W,A,S,D - Up, Down, Left, Right - Ctrl, Space

    Note: The transparency is because it is still very much a work in progress, and as a result lacks a Z Buffer.

    Link is down.

  • ty for speedy replies

  • Unfortunately, before I made this thread nothing came up about it in search. A quick answer of what's going on with the new GUI would be appreciated.

    I do need (more like I appreciated) the small icons for quick z-order checking/glancing. My maps have hundreds of small pieces (some overlap for various reasons; effects, detectors, collisions, etc.) that need to be in correct order pre-runtime before I switch them around via events. I'm in the dark about why the change. I do know there was the new object bar added some versions ago, but I thought that'd be separate or at least there would be a way to quickly check z order in the same way.

    Although this is not that big of a deal, I'd like to know cause I'm in the dark.

  • So, now do you have to z order blindly? Or are you forced to use hundreds of layers or events to align thousands of objects to visually see them and check that they are placed in the correct order when setting up a map? It used to be easy to see which objects in a long list where in front of each other in a 1 or 2 layer with the small icons. I may be missing something...

    Or this is a bug?

  • Obviously, families need to be improved a few steps. Especially since they will be a major part of almost any large project.

    I encourage any improvements that will lessen the punishment of using trial and error.

  • Not knocking back.

  • Right now when someone signs up for the forum they can put a random fake email and post. It would be good to do like most other forums and make new members have to sign in to their email and click a verification link. This could make it easier to track people that post attacks on the forum.

    Regards,

    manontherun

  • Memory leak?

    Happens to everyone I think.

  • Honestly, I think you need to completely separate yourselves from them. I don't understand why Construct is still being compared to them (klick). I think it's time to let it go.

  • i agree about project killing bugs. I can't even start on anything until I'm sure it won't destroy my years worth of work. And I agree that it's easy with custom movement, but with behaviors, not so much. It's actually much more complicated then it needs to be for a Z-depth platformer.