work3's Forum Posts

  • dop2000

    Thanks, at least I know now!! - does that mean the ""active on start" checkbox serves no purpose?

  • Hi, I'm having a very puzzling time with this issue, hope someone can help me..

    I have an included event sheet in my "stage1" layout that handles my scoring and player movement, gauges etc..

    On first run, from title screen layout, character select layout to using a "go to" "stage 1" layout command, all is good..

    After a "game over", I return to the title screen, to the character select, and then the same "go to" "stage 1" layout command - all other layouts are fine, but "stage 1" layout that has my included player movement no longer responds - scores dont increment, they're just stuck at the default property text, gauges are frozen etc..

    Can anyone tell me if I am missing something?? - Resetting global variables doesnt work and I am not using persists at all...

    I have groups enabling and disabling within that sheet, but they are flagged as "active on start" - does the "go to" not reset them?? if not, is there any other command to "go to" and properly restart? "restart layout" only works for looping around one single layout, it seems...

  • Oh WOW!! Thanks! Makes my work 10x easier!!

  • Hello all, Hope someone can assist with my question..

    I am looking for advice on the best method to achieve non linear scaling.

    Currently I am just scaling an object until it reaches a specific height and width, but the appearance of it is "linear" as it just suddenly halts as it reaches the desired size - what I am hoping to do is make it smoother by gradually decreasing the scale increments as it reaches its destination size, as you would see if you were using an "ease in \ ease out" curve in flash or aftereffects etc..

    please see linked image of curve images to see what I mean about "linear" versus "ease out"

    Thanks!

    https://developer.tizen.org/sites/default/files/users/user-2059/2-easing.png

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello, can somebody please tell me the list of actions i need to set for jumping between 2 layouts that have a master and 2 different q3d models?? both are set to INSIDE, but when I jump to the next layout the texture is extremely low res and pixellated - this doesnt happen when i just run that layout individually...

    thanks

  • dop2000 I am still trying to do this without placing the sprite on its own zero parallax layer for now, as it seems to have less ramifications.

    I will build a minimal cap as soon as I get a chance, the current one contains way too much content.

    Thanks again.

  • dop2000 Thanks hugely for your prompt replies.. expect a paypal donation when I get some funds!..

    I tried the coordinate conversion earlier today.. I placed an object on my zero parallax HUD layer (hudlayer) that is set to the center of the screen, then applied this to an object on my "action layer" to create a non moving reference for my player sprite to move from..

    Origin center : set x CanvasToLayerX("action",LayerToCanvasX("hudlayer", screencenter.X, screencenter.Y) ,LayerToCanvasY("hudlayer", screencenter.X,screencenter.Y))

    the player sprite is controlled thusly :

    origin center.X+P_HitBox.P1XPos

    the p1xpos is incremented/decremented by a speed variable when a key is held in a specific direction.

    however when the scroll changes direction on the X, the position of the Origin center still wobbles.

    I'm not updating the Y position at all as it is not needed for this particular application.

  • dop2000 Yes, I need to check for overlapping located on layers with different parallax setting..

    Iam also realising I need to figure out how to fire a bullet from an object on a parallax layer , at the position of an object on a non paralaxxing layer.

    I am having to do this because I can't find a way to get a single player sprite on a layer with parallax to ignore the parrallax..

    I tried an anchor, and attempted to base the sprite movement from the anchored origin, but it vibrates when certain scroll criteria occur - I also attempted to use divided window sizes with no clean results.

    I've spent a whole day trying to get a solution, but the only way I can do it smoothly it seems is to use a new layer with no parrallax and deal with all the offset mess..

  • Hello, I hope someone can assist with my question..

    I have been porting over a game from Construct Classic to Construct 2, but I am having difficulty parsing a "collision at offset" condition to C2

    My CC condition offset condition looked like this

    X : (ScrollXLeft*(100-LayerScrollRateX(.Layer))/100)

    Y : (ScrollYTop*(100-LayerScrollRateY(.Layer))/100)

    But as C2 doesnt have ScrollXLeft, scrollXTop and the ScrollRate references, I'm a bit lost - can anyone please assist with helping me find the equivalent offset, plus the new syntax?

    I'd be extremely grateful for any help, this is one of the final steps to getting the old engine running again..

  • R0J0hound Thanks so much for your time and help.

  • Positioning with events can be as easy as setting an object position to another objects position or one of it's imagepoints.

    You can also save the offset and just set the position from that. Like this more or less. There are more deluxe ideas too.

    Start of layout

    --- set dx to child.x-parent.x

    --- set dy to child.y-parent.y

    every tick

    --- child: set x to parent.x+dx

    --- child: set y to parent.y+dy

    Would you know any methods to get an object moving along a path that is pinned / positioned? so both the path and the object travelling along it are all synced to a single moving object?

    I hoped the spline path plugins would be of use, but after a point is set, it seems the XY position of each point is unchangeable, so I cant move the path in its entirety and have an object travel along its path between the spline points while the object on the path is also pinned to the moving object.

    I guess the best way to envision it, is to imagine a drifting, floating island that has a car on it, driving around a set path..

  • Is there any way to be able to move or pin the spline points to another object after setting them, so the pathpoints can move?

    I'm trying to find a way of getting a path attached to a moving object..

  • is this plugin available anywhere still? dropbox link is dead..

  • A second delay is a bug in your event code. The pin behavior runs once per frame and typically there is no lag at all. A one frame lag can be possible when using multiple behaviors are used. It’s basically due to the order of behaviors being run. A multiframe lag can be possible in cases of pinning to objects pinned already.

    Anyways you can always just position objects with events. With that you can control when you do it, or even do it multiple times in events if you move object around a lot.

    R0J0hound

    It seems that the multiple pinning was the issue, the family and the object had a pin function.. Thanks!

    Can you be so kind as to give me an example of positioning with events? Now I have things moving smoother, I worry that the pin function, while easy, may cause more trouble when I start adding some more complex attributes...

  • So maybe you have something similar in your game. The solution would be not to use (x, y) coordinates of pinned objects in any events or calculations.

    .

    Noted and fixed. Thankyou!