ome6a1717's Forum Posts

  • R0J0hound - ah I'll give that a shot - thanks!!

  • mercuryus - not sure I follow on the best way to do this. Would you use timers or variables?

  • I've found if you have multiple events that use the shake command on a camera sprite, if you set something like "shake 10px for 8 seconds", and then have another command of "shake 3px for 0.5 seconds", the 8 second shake is stopped.

    Is there a way to avoid that from happening?

  • Elliott - ah number 2 isn't a bad idea. Thanks!

  • Elliott - What I mean is the button IN the file chooser. It's all one object, so I don't know how to differentiate between the two.

  • Elliott - No problem!

    Yes, so I've done that to an extent.

    Set CSS Style "border" to "solid"

    Set CSS Style "border-radius" to "4px"

    Set CSS Style "color" to "rgb(44,4,4)" etc. etc.

    That's what I'm looking for a set list of.

    ie. why can't I do "button-border" to "transparent", or "button-bevel" to "none". I can't because they don't exist and I don't know what does

    Hopefully that makes more sense?

  • Okay, I've managed to figure that out (it appears you just have to clear and redraw anytime the canvas is moved).

    However, now I'm unable to fill a canvas using variables. If I do "rbg("&variable1&","&variable2&","&variable3&")", it doesn't do anything (but if I set that to text, it comes out as "rgb(150, 150, 150)"). If I set the fill to those exact numbers, it fills fine. Any idea why it can't handle variables? I've tried putting it all to a string and setting the fill based on the string, putting str() around it...I can't for the life of me figure it out.

  • Elliott - sorry I'm not quite following. Putting that into the CSS value or property name will return a bunch of syntax errors in C2.

  • randomly - right, but when you put "border", how do you choose the button border instead of the file chooser border?

  • Is there a document anywhere that lists EVERY CSS style command in C2? I literally can't find a single thing online for more complex parameters (ie changing the parameters of a button in the file chooser, etc.)

  • I could use some help on this one - how would one do the following?

    • On Right Mouse down...

    Fill Canvas2 color "rbg("&Canvas.redAt(Mouse.X, Mouse.Y)&","&Canvas.greeAt(Mouse.X, Mouse.Y)& etc. etc. etc.

    When I do this, it works great, but when I zoom in the canvas or move the canvas, it visually zooms and moves around, but the color picker doesn't work properly. It's as if the canvas isn't updating when it moves or is resized.

    Am I doing something wrong?

  • Of all of the games I've made, the one thing that I've never found a good solution for is creating menu systems, ESPECIALLY in RPG type situations.

    I'm wondering if anyone has some insight on this? These are the way's I've figured out:

    1. Create an "initialize" layout that starts the game and sets the layers to be "global". Set visibility based on whether the menu is open or not. The problem with this is that if you have a lot of menu sprites (like my 700+ right now...), it still taxes the CPU even when invisible.

    2. Put all sprite objects in a family and give them a text instance variable. Store the x, y, variable, etc. info into a dictionary and meticulously create each menu system via code using loops. This is the best way to do it so I've found, but a complete pain in the ass (ESPECIALLY if you've already made an entire game with menu system 1 -_-)

    I had an idea of keeping the layers as global and then destroying all the objects and recreating them via the system command (recreate initial objects), but that causes a HUGE slowdown for a few seconds when it's recreated. Is there a way to "only recreate sprites on X layer?" Or something of the matter?

    I'm a bit at a loss and would love to not have to recode all my menus just to save a couple % cpu.

    Any input would be valued.

  • Actually there's a hack to do this. Make a separate tile map (huge) and put it in on the same layout. Select all of the tiles on that tile map and hit 4 to go to the eraser. Then hit 1 to go to the selector and click the tilemap you want to erase. Hit 4 again and it should keep the same sized block you selected from the previous tilemap regardless of the main tile maps size.

    I agree it's completely ridiculous.

  • NetOne - yeah I pretty much always have it plugged in at full power, so it's not that.

    I just finished foldering everything and it helped a lot but it's still not perfect. I suppose I can live with this, though

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  • - I just realized how long this is going to take...will more folders be better or all in 1 sub folder? I want to make sure if I'm going to spend an hour doing this, I do it the best way possible.

    By the way, talk about a serious design flaw in not being able to select multiples...