silkc2's Forum Posts

  • Actually it's not firing any at all, and I do have the bullets set to destroy outside layout. So as far as I can see my logic *should* work.

    Yours looks to be identical logic done in a different way but I'll try it anyway.. thanks. :)

  • Sorry I don't mean I'm literally cloning the same texture - ctrl+drag makes another instance of a texture. So I'm not creating 100's of extra objects in memory or anything. My concern was more from a GUI point of view, it's hard to "draw" my tile based map like this.

  • Hiya

    I think this should be simple but can't work out what I am doing wrong.

    On spacedown I want to spawn a bullet, but only allow one on-screen at the same time (so fire rate increases if shooting something nearby).

    I thought this would work but it doesn't:

    * NOT Bullet on-screen

    * Spacebar down

    = Spawn Bullet

    Nothing happens.

  • Hi all

    I'm making a retro top-down dungeon romp. I've noticed it feels a bit finicky trying to place all my tiles down and wondered if I'm doing it wrong? Here's what I do for "tiling":

    1. Create one sprite per unique tile
    2. Use ctrl-drag to clone it
    3. Use grid snapping for accurate placement

    It really doesn't feel intuitive compared to for e.g. RPG Maker.

    Is there an easier way? Anyone got tips?

  • Yup it's fixed, thanks. :)

  • Hello, I'd also like to say I'm having problems with this bug.

    Here's a capx with a demonstration.

    dl.dropbox.com/u/116137178/PlatformFallThru.capx

    If you jump whilst the lift moves down you'll usually fall through it.

  • Sorry I mean LAYOUT name not layer name.

    So if I have

    Layout1<>MainEventSheet

    Layout2<>MainEventSheet

    A global sprite with an instance variable "BoundLayout" = "Layout1"

    On my main event sheet I want to "at start of layout" set any sprites that aren't on this layout to visible = false.

    So then if I use global sprite objects can show/hide depending on current layout.

  • In an event how do I get the current layer name?

    i.e. I want to compare an instance variable to see if it matches the layer name of the currently active layer. Then I can make a sprite invisible if it isn't bound to a layer.. thus retaining object state. I need to do this because I can go in and out of rooms, pickup stuff one time only.

  • Ah I was just wondering about this. In my case I simply want my instance variables to be persistent for each layout. So if I re-enter a room, my doors are still open and my levers are still pulled.

  • Hmmm another update - I booted up today and it's working fine.

    I suspect something gets left or corrupted in memory on a crash which affects the "checks" against limits.

  • Thinking about it, I'm not sure if it happened after the app crashed as a result of trying to import a wav file. When I re-launched afterwards I tidied up the events as detailed then started getting the errors.

    It's a relatively simple game, 18 events and no layers above 4 .

    It's quite frustrating because I wanted to finish at least one game before deciding if I'd buy, whereas now I feel I'm being forced to buy to finish my trial.

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  • Please contact me privately for the capx as it contains personal info (it's an interactive CV)

  • Link to .capx file (required!):

    http://

    Steps to reproduce:

    1. Use free construct 2

    2. Have three layouts each with event sheet

    3. Delete one event sheet and point orphaned layout to main event sheet

    Observed result:

    Starts to say I have exceeded event limits, even if I delete all events.

    Expected result:

    Not having this limit exceeded issue

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    Win 7

    Construct 2 version:

    Rel 114 (Steam)

  • Hello C2'ers,

    Is there any way to make a particle effect generate a light source which dynamically lights the surrounding areas?

    If not, any suggestions on the best way to make a "star trek" type beam me up scotty effect on a teleporter type door? :)

    Oh also, I was trying to dynamically spawn a particle effect on a door but the one that spawned had default settings rather than the specific settings I'd assigned to one off the edge of the game world. What am I doing wrong?

  • Argh I can't see an edit button and the posted font messed up my little examples.

    Hopefully it still makes sense withouy the example.