oosyrag's Forum Posts

  • I'm not too familiar with the file system plugin, but it looks like it's got some browser based security restrictions.

    The old way would be to just use nw.js which also has access to the local disk, but that only applies to running as a local executable.

  • Is the tilemap object supposed to support TMX/TMJ imports?

    I'd assume Construct uses it's own format. You'd probably need an addon or other way to convert TMX or TMJ to Construct's TilesJSON format.

    Edit: NM Construct is definitely supposed to work with TMX. (via the tilemap toolbar load TMX button, or by drag and drop into the tilemap bar in the editor)

  • Check the origin point of your animation.

  • JavaScript support is most useful for me when importing available premade libraries for specific advanced functionality. No need to reinvent the wheel (or rocket ship in many cases) with events when most of the work has been done before already.

  • Try "for each".

    Also generally if you want two instances of the same object to affect each other, put the object in a family and use the object and family in the condition.

  • Generally avoid mixing movement behaviors with each other or direct movement.

    You can simply disable and re-enable the behavior if you need to do something like teleport.

  • Why is it in a "For each entry"? If you're using for each entry, you'll want to add the condition "Compare two values JSON.CurrentKey = "exists", Set isEventFinished to JSON.CurrentValue"

    Otherwise, you can probably get rid of event 22 completely and just move the action "Set isEventFinished to JSON.Get("exists")" to event 21.

    Also confirm the isEventFinished variable is a value and not a string.

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  • dropbox.com/scl/fi/mje2da0yl061gkadpnt4a/heirarchyvisibilityexample.c3p

    It works. Why yours does not work nobody knows but you, and no one can find out without you sharing what you did.

  • To answer the question, no layouts do not run when switching between them.

    You can:

    1. Not use layouts. Just use layers and visibility, or different positions on the same layout. This may have memory issues, as the one of the main point of layouts is to unload unused resources between layouts. It might not though, depending on the scope of your game.

    2. Add "catch up" code to the start of your layout. You can check how much time has passed since you left the layout, and simulate/fast forward the progress that should have passed while you were not on the layout.

  • Try leaving a control area. Don't fill the entire viewport with the video.

    Try using an interactive layer on top of the iframe.

    Try using a timer or otherwise automatically triggered event to close the iframe.

  • The problem is more built in behaviors running every tick, smoothly, which doesn't match up with his animations running at 8fps.

    You can recreate any behavior with events or JavaScript, then run them at 8 frames per second with the condition every .125 seconds or. It's just gonna be a lot of work.

  • This issue has been around for a while.

    Use a combination of larger sizes and higher speeds to mitigate the issue.

    You can also use the los behavior raycast action to get the angle of reflection, to make your own physics with the bullet behavior instead. Depending on your game, the physics behavior is very often not the ideal behavior to utilize.

  • Use a set of helper sprites that can check your requirement/condition with overlap.

    Move them to each tile in your tilemap, check conditions, and if true place ledge sprite.

    Alternatively you can check these ledge grabbing conditions whenever your character collides with ANY tile while airborne, instead of just your ledge sprite...