phlp's Forum Posts

  • For the first method, you need to loop through all instances and set their instance variables to false before setting the current one's instance variable to true. You should use subevents, not separate events, so that things happen in the correct order.

    The second method should not use an instance variable at all, but a local variable. On clicking any CheckerPiece_Red, you should set a local variable (defined ahead of time) to that instance's UID or IID. This way you don't need to deselect any previous pieces, as there can only be one active piece.

  • You could set IsSelected to false for the remaining pieces, for example with a ForEach loop, or you could store the UID or IID to a variable instead.

  • What is "a lot"? Each 3D shape is, what, 12 triangles? 1000 objects would be 12000 triangles. I remember a time when that was a lot, a whole pizza cost a nickel and MTV played music. I don't think you're going to create enough cubes and prisms to cause any trouble.

    The sprite can certainly handle the ring around the player and you can even use it for the entire shadow shape, though I think it's less efficient for the hard lines, but it won't be able to account for other objects. Or am I not understanding; do you want other objects to obscure your line of sight?

  • Why wouldn't that work for your project? You could combine a few 3D edges and a sprite to get that exact shape in the screenshot.

    Also, have you played with the Shadow Light plugin?

  • You can use 3D shapes (to obstruct LOS) and blend modes in a clever way. Basically, anything that blocks line of sight needs to come up out of the ground to actually block the camera's LOS. You can see this clearly in games like Teleglitch.

  • Sounds interesting. Can you tell us more about the project? What do these objects look like? What should the fracture line look like? What happens to the fractured objects?

  • Thank you! Based on that, it looks like UglifyJS was cramming c3runtime.js into c3main.js. I tried exporting other projects, including the demo project Demonoire, and had the same problem with all of them. I exported without minifying and that worked.

  • That's the error I get when I try to upload my game (exported for Construct Arcade) to the arcade. What exactly is it looking for? Did I miss some important step?

    Tagged:

  • It looks like lines 19-23 are checking that the spot being tested is within bounds (19-22) AND the spot is occupied (23) to set canPlace to false. You need to negate 19-22 and switch it to an OR block.

  • Your For each XY element loop is iterating through each element of the itemL array, but the only value presented is the result of the final check. One way to fix this is you could add a local boolean (just above the loop) and have it switch on Else, then set your debug text to the value at the end.

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  • There's a 3d party plugin for that

  • This doesn't exactly answer your question, but there's a System > Is in preview condition in event sheets.

  • Weird. Have you tried opening DevTools (F12) on the editor and inspecting the various elements? Could be a clue there.

    Are you running the editor in a browser? If so, which one?

  • I think that first line should be

    	runtime.objects.Sprite.getFirstInstance()
    

    or Sprite.instances as appropriate