WackyToaster's Forum Posts

  • Mind you this should only set the sprite mirrored, but not the movement. You also need to mirror the movement.

  • There's a bunch of plugins that I don't have so I can't open it. But one of these is Skymens Limit FPS plugin. Is it possible you limited the fps on accident or something? Switching the layouts will generally have a slight delay, since it has to load the new resources into memory. Usually a PC will do this faster than a phone I'd assume, so maybe it's just that?

  • For things like this it's usually better to contact support directly.

    supportudh@construct.net

  • > Here's one way of doing it.

    >

    > github.com/Wackytoaster/c3examples/raw/main/coyote.c3p

    I can't open it because I have a new version :(

    A new version? Just open it with editor.construct.net/beta

  • Here's one way of doing it.

    github.com/Wackytoaster/c3examples/raw/main/coyote.c3p

  • That probably needs a little extra to make the effect work the way you want it. You can use the variant where the stars are drawn on top of the player, and mask out the stars that shouldn't be visible.

    github.com/Wackytoaster/c3examples/raw/main/stars.c3p

  • You could use a combination of a timer and randomly chosen opacities maybe?

    Instead of setting the opacity instantly you could also start a tween there of course.

    You can also do it without a timer and just tween to a randomly chosen opacity at a randomly chosen duration, and on tween finished do that again.

  • Because there's a group that I'd like to disable whenever the layout changes or restarts (and also a variable inside that group that I'd like to reset). The simplest solution would be to have a trigger inside that group that does this whenever the layout changes/gets restarted.

  • So I just wanted to ask if this is an oversight or intentional? Possibly due to backwards compatibility?

    You could argue it doesn't make sense that it would trigger on layout end since the layout kind of doesn't end, but at the same time it does trigger on start of layout.

    Ideally it would trigger it, but if that's not possible for the mentioned reasons, I'd suggest a "on layout restart" of sorts? Although it's not clear if this triggers on start of layout or before end of layout? So I'm not sure if that's the best approach.

  • There's also

    getFirstPickedInstance()
    

    So you don't have to pick via UID. In a foreach the firstpicked should be the instance the loop is currently going over.

  • You can try my exapmle in the tracker

    github.com/Scirra/Construct-bugs/issues/7978

    The template is left, the replica is right. No matter what you do, the blue sprite will be in front of the black sprite despite it being the other way around in the template.

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  • Hah so it is a bug! I'll put it in the issue tracker then for tracking purposes.

  • Hmm I see the issue with that. But realistically I'd still want the z-order to be somewhat retained in the sense of something being above or below an object. If all the objects in the hierarchy are then, z-order wise, right next to each other that's ok but I think they should be in the right order, so that a sprite that is above another sprite in the template is also above the other sprite in the replica.

  • That actually was also on my list BUT specifically with just z-order. It is currently not supported and I think with z-order it should be at least easier to do than with layers. But right now changing the z-order on a template does nothing to the replicas, even when applying a "template -> replace whole" and it's quite inconvenient!

    DiegoM Should I post that to the bugtracker or is that considered a missing feature?

  • From your testproject all I noticed was mostly a bit of sub-pixel jittering, nothing like in the video you posted. But when I unlock the framerate it gets really bad and looks kinda like in your video. I'm just on a 60hz screen right now so maybe you have a higher hz screen and that's why it's worse?

    Anyway, this is not a problem of the physics behavior btw. The same thing happens also with the 8 direction behavior and even with custom event logic (including the camera scroll with events) I could maybe guess it has something to do with the mouse cursor? But this seems to be a deeper issue than just some quirk of the physics behavior.

    Perhaps the order in which the events go through has something to do with it, I tried reordering but to no avail. It's possibly a complex combination of setting positions. The player moves, the cursor moves, the helper moves somewhere between, then the screen scroll moves, which also kind of moves the cursor position(?) and something somewhere goes bonkers.