ome6a1717's Forum Posts

  • - that just ends up being double the amount of collision checks. And I think if the player picks up an item and there is no other item, the tooltip will remain forever because it’s checking if it’s NOT overlapping an object that doesn’t exist.

  • I've been trying to figure out the best way to create a tooltip system when a player is overlapping over an item.

    What I've been doing is this:

    Every Tick - Set tooltip position to -999, -999

    if Player is Overlapping object, set tooltip position to ObjectXY.

    In theory, this does work, but I wonder if there's an easier way to do it where I don't have to set it every tick.

    Any help is greatly appreciated!

  • Thank you!!

  • AllanR - that was my guess, too.

    Ashley - any idea on this? I’d prefer to not waste your guys’ time by reporting a bug if it’s not necessarily a bug. I have a feeling it’s an HTML5 thing...

  • Wondering if anyone else has any insight on this?

  • tunepunk - actually you do not need trigger once for a key press (that green arrow means it’s already a trigger). Also having default controls on doesn’t affect the issue I’m having.

  • I'm getting very strange occurrences in my game. The simple version is I have A and D mapped to left and right (simulating a platform behavior). That works fine. I also have shift mapped to a dash ability. My code makes sure you can't move while you're dashing. Overall, everything TECHNICALLY works exactly how it should.

    However, if I press and HOLD shift and a direction, sometimes it will dash, and then the player won't move. If I let go of shift while continue to hold the direction, after a half a second after releasing shift, the player will start to move again.

    When I remap shift to the right mouse button, this goes problem goes away. For some reason, the shift button being held is somehow stopping the other keys from being pressed or held. Does anyone have any insight as to why this would be happening?

    It's definitely not my code, because I just made a simple barebones test c3 project and it's happening in that, as well.

    https://www.dropbox.com/s/zs2toih3q95f8ua/ShiftKeyTest.c3p?dl=0

    Any help would be greatly appreciated!

  • - okay! I was wrong :). Apparently global layers actually are meant to delete and recreate the initial object on start of layout. I want to do more testing to see if the same goes for sprites, but it seems a global object on a non global layer should work.

  • Ah, yes it is a bug. Made a brand new project to test it; tilemaps get reset on next layout. I'll put it on the github.

    Thanks !

  • - Correct, the object is not a global object, but the layer is. There's no visible code that would clear any of it, only add to it. And it is adding correctly, but it's deleting what was added on the previous layout.

    Unless I'm unaware as to how "set tile" works and it actually clears the map and sets the tile specified? It's literally the only line of code that is affecting the tilemap.

  • - yeah, that's what I was afraid of. It must be a bug then :( Back to the drawing board!

  • If I put an object on a global layer (such as a tilemap), and then switch layouts, how do I make the tilemap stay the same (in terms of tiles) if I load the next layout? It keeps getting reset and I have no code would change it. I tried making the object global, as well, but it then made a copy of the same tilemap on a different parallax layer...(pretty sure that's a bug, but I don't really have time to figure out why.)

  • I would use the tween behavior. Tween one value (x + A). You could even give it a tag and do:

    On tween end “IN”, start tween “OUT” (x - A).

    And then vice versus if you wanted it to still sine indefinitely. That will be the most accurate.

    I think easings.net will be the best place to look at the curves you can choose from.

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  • NetOne

    That’s what Ashley is making it sound like. In theory that makes sense, too. The alternative would be a ridiculous waste of resources.

  • Ashley - thank you for clearing that up!!

    EDIT - Found the tutorial just for reference:

    https://www.construct.net/en/tutorials/optimization-101-collision-1166