Unconnected's Forum Posts

  • I thought about that after posting, but wasn't sure about it. I tried it after your post though. It took me a few tries, but I figured it out replace(List.SelectedText," ","")

  • I have a List Object with a few Items listed. Instead of making an Event for every List Item, I want to set a LocalStorage Key to List.SelectedText.

    I am curious if whitespace matters in LocalStoarge Key values, Variable values or Function names. Will it cause any issues on any devices?

    Is there an expression to get rid of whitespace in the string? I tried trim() but found out it only removes extra whitespace before or after the string and not in the string.

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  • calminthenight I am not using a tilemap for anything other than the floor in where I want to implement this. My tilemap is always at the bottom Z order.

    AllanR I was confused by the X axis and the P, B, O. I understand X and the P, B, O now. I was thinking X Axis on the layout instead of X axis in the array. P,B, and O is just an identifier used to identify what kind of object it is.

    Right now I am trying to figure out efficiency. I may arrange all objects in an array as you did. I then will only set the Z-order once on start up because all of the objects are stationary. Since the characters will move I will adjust the player and npc Z-Order by comparing Player/NPC Y to the array and then just moving the player/npc above the UID of the object that is below their Y. If I do it this way I can also delete array entries on some objects that don't need Z-order. I will have to figure this out though. It seems it will be more efficient as it only has to compare Y and then adjust Player object based off of UID.

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  • I updated the link soon before you posted and a few minutes after you posted. I didn't think of using an array. I will probably try to use an array similar to yours. I don't use arrays often so a small bit of your C3P confuses me. I will test them all for best performance though by setting Framerate mode to unlimited ticks. Thank you for the idea.

  • I need help sorting the z-order of Sprites and Tiledbackgrounds together. I can do them separately, but since they are not being ordered together they are not ordering properly. I am using Tiledbackgrounds as walls that the player can walk behind. The width of the walls ranges from 192 to 1792. I would like to keep the walls as Tiledbackgrounds as using objects would increase object count or increase the amount of images in the project. It would be great if the player object z-order was adjusted too, but I am sure I can solve that later.

    **********Edit************

    I figured something out, but AllanR showed me something more efficient using an array. This is as efficient as I can get it.

    dropbox.com/s/1v415k8h85jp2wa/Tutorial.c3p

    I used beta. You may have to update your C3, don't forget to change it back if you don't use beta.

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  • Other than backups, I am curious if people keep older versions of their app/software/game and why.

    Also how do you all number your version numbers?

    1.0.0

    x.y.z

    X is the version of the game. It doesn't change unless you release a new version of the game.

    I assume y is a large update in the game, as in a new features. Does this cover characters and levels?

    So z would be just updates on software/patches and how things work or would this be characters and levels?

  • I figured it out, it was my mistake.

    When C3 starts it's runtime it brings up a window that is the size of the project viewport and I always maximize the window to full screen, I happened to have the project set at a low viewport size. The starting size of the window just happens to be slightly less than about half of the full screen window.

    The project viewport size was small compared to my window size and I basically had the game zoomed in by 210%...

    I just increased the viewport size and it is fixed.

  • I have a SpriteFont object.

    The png image I use uses 48 point Font.

    If I view the png image in 'Photos', 'Windows Photo Viewer' or my 3rd party Image Editor they look fine.

    They also look fine in C3 in the Layout and in the C3 Image Editor.

    I have to set SpriteFont Scale to 0.5 in order for it to be sharp at runtime, anything above is a small bit blurry.

    I thought 48 was a large font size, do I need to increase the font size in the SpriteFont image or is this a rendering thing? Do people use a larger font size than 48?

    I saw a post for C2 where someone adjusted text render settings, but I can't seem to find them in C3.

  • Thank you for clearing it up.

  • C2 had a 'Clear Background' project option.

    It was to increase performance.

    It prevented the system from rendering the background of the game if the whole background was covered by object(s).

    This is the first time I am needing to use it and I can't find it in C3.

    I am thinking it is just automatic now.

  • Does 'Clear Background' not exist in C3? I can't seem to find the option.

    I am assuming it was removed because it became automatic.

  • Is there a way to change opacity of SpriteFont background?

    BBCode and Action both set the SpriteFont, but leave the background color 100% opacity.

    #AARRGGBB

    is not working.

  • I tested, and it is 0.

    angle(1,1,1,1) = 0

    angle(1,1,2,1) = 0

    angle(1,1,3,2) = 26.56505117707799

    I guess I must write an event to prevent or change it from 0 if points are the same.

    I was going to use it for a joystick for movement, so having it on the same point is likely to happen.

  • I was away at the time.

    0 wouldn't make sense because that is still an angle.

    I will test it later and post, I was hoping someone would just happen to know.