Mipey's Forum Posts

  • I see your point. Well, in that case I will try a different solution... though a large array object is just as slow, as well.

  • Haha, the guy Soldjah flamed responded with an even longer post!

  • Impressive, though quite demanding on resources! When I ran it in debug, the FPS was so low everything was ugly. :s

  • I may be blind, however I find myself unable to pick color and opacity values at the given location. Therefore I am requesting the following:

    An expression or object that allows reading the color and opacity values of a given object at specific coordinates.

    For example:

    GetRGB(TiledBackground,200x100) would return the color of pixel at 200x100 within the TiledBackground texture.

    GetOpacity, etc. would be helpful as well.

    The uses are many! In my specific case, height mapping. Make characters appear bigger on darker (higher) places and smaller on lighter (lower) places. But that is not the only use. There is Line of Sight etc.

    If this is an unrealistic feature request, however, my world won't be crushed. There is always another way.

  • Shi-nra?

  • You can set "On Inventory open > Set Timescale to 0" or something like that, I guess.

  • Please make the jump key something else, on many eastern keyboards the Z key is between T and U. Not quite reachable, is it?

  • You know, maybe that is not a good idea after all, since there would be no language-specific moderators. Someone has to moderate the Russians, Spanish etc.

    External forums are your best bet. There are a lot of sites that offer free forum hosting.

  • You can tick the eye thing of the layer to make the layer hide from view, thus hiding everything on the layer so you can work on stuff below.

  • Rude people on the indiegames, RPS seems more mature overall.

  • Swimbo Junior?

  • If you manually place the object in another layout, it will change position in all other layouts too... global objects work like that.

    Instead of trying to drag stuff around, consider using "placeholders", small sprites that you make invisible on startup and only serve as a starting position for that layout. On start of layout just tell the global objects to set position to their respective "placeholders". So to build levels you just copy those placeholders and move them around as you see fit on layout editor.

  • It is not meant to appear on object bar of another layout, because it belongs to the layout it was created on. If you have to edit it, go to its layout. If you want to move it around or change it in another layout, you can use events to do so.

    I've uploaded an example:

    P.S.: Perhaps it would make sense to have a list of global objects somewhere.

  • Since some people seem to be confused by global objects, I have created an example that demonstrates the use of global objects.

    Once the object is made global, it can be used in all layouts after the one it is created in. It won't show on future layout editors, however it will be accessible in event sheet. You can do anything you want with those objects via layout event sheet or even an external sheet that is included into the layout's sheet.

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  • For non-layout objects, you don't really need them in the layout. Events are where they are exclusively used. For layout objects (sprite, tiled background), they will be there even if you cannot select them in a different layout. You can reposition them with events (on Start of layout, for example). If you want to change them, go back to their layout and edit them there.

    There is NO need to copy global objects; it just creates multiple instances that conflict each other.