noonche's Forum Posts

  • 4 posts
  • Thanks!

    One note though, you have to load into a layout where the instances are placed in order for this to work. I guess I will try to make some kind of "loading/setup" layout that I transition through before I go to my actual first layout.

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  • I'm just using the 3 layouts as examples of what works and what doesn't.

    It's a problem in any game with a lot of layouts because manually adding all those objects to each layout is time-consuming and error-prone.

  • So, the problem seems to be that you must place an instance of anything that will be "nicknamed" into the layout where it will be created.

    Here's a project with three layouts.

    dropbox.com/s/r5rxpn95z1czkot/nickname_test.capx

    One works because it has the two nicknamed sprites placed. "LayoutWorks"

    One just tries to just create the nicknamed sprites but that doesn't work. "LayoutBroken"

    The final layout uses an EventSheet ("EventDecls") to try spawning a copy of everything that needs to be nicknamed and then destroys it. This also doesn't work.

    Do we have to place all these instances in every layout? Is there no way to get around it? That will be very error prone in projects with a large number of layouts and a large number of objects that will be spawned via nicknaming.

    Thanks guys.

  • I think I'm missing something here. How can I create an object using nickname and then select that object?

    As an example: I have a gun that I want to create a projectile by using nickname. Then since all projectiles are in a projectile family I want to grab the object that I just created and do some more configuration on it (set the projectile's angle, set the UID of the weapon that spawned it, etc) Is there any way to do this?

  • 4 posts