ZeldaVerde's Forum Posts

  • Is this the kind of thing that could be solved by dynamically-created global layers appearing just as they look in the editor?

    If this was possible, could you make a global layer for tilemaps, monsters, etc., and then spawn the layers to create a room?

    There's a feature request about this here:

    https://github.com/Scirra/Construct-feature-requests/issues/84

    but then wouldn't the rooms also be in somewhere in the game layout (and I don't want that) rather than only in the dictionary as they would be global layers?

  • That's what I thought, thanks for the help. You should really consider that feature tho, I feel like composite objects and these kinds of "interactions" between layouts could have a lot more improvements to as they are today. Keep up the good work!

  • Well, it could try, and if any layer doesn't exist, then it could create the objects in the specified layer. Would you be willing to add that? It would be so useful for composite objects. If not, what would be a good approach to this then?

  • I'm making a binding of isaac like game, and I've already put together procedural dungeon generation, but there is a problem. Currently, I'm spawning rooms from a dictionary layout. Each room is parent to a bunch of objects it comes together with (a tilemap, collisions, enemies, etc), but when I create them during generation, every object is put on the same layer instead of in the appropriate ones. I wish Construct would copy them to the exact layers as the layers in both layouts are the same. I probably could make it move everything to the correct layer on creation, but still, isn't there a way to create a composite object, thru hierarchies or containers, the way I want?

  • I'll make one that demonstrates all the issues, my bad, but I may not be able to do it right now.

  • Yeah but you aren't addressing the main issue which is setting the billboard's bottom face to the object it is tied to. That's the thing.

  • Honestly I have no idea how to handle this properly so that's why I posted no example. I'm just telling you issues I encountered before in hope that someone shows me the proper way of doing it all from the beginning.

  • yeah that's not the problem, the problem is making all of them independently show their sprites correctly

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  • So, I'm making a 2.5d game and I have all sprites that should have billboards (3d objects with their bottom face being the image of the sprite) in a family, and I was wondering if there was a way, thru events, to set up a system where I only have one billboard object that is automatically created for all objects in the family and set to their sprite animation, but can't seem to find a way to myself. It seems like all instances of a 3d object need to have the same sprite linked to the image of their faces. Could anyone help, please?

    Tagged:

  • Nah, they're the same. Parent and child are the same object, just different instances. My workaround was to make them different objects, it doesn't happen that way.

  • I'm not sure if I'm being dumb or something, but I think hierarchies may be bugged, cause I set an object as a child of other, so they can destroy together, and it works but, If I use save and then load, when the parent gets destroyed it will either destroy more instances of the child that are not it's child, or even not destroy it's child and only destroy other random ones. Any idea/is anyone else having this problem?

  • I solved it by using the timer property so everything that uses time pauses when the object's timescale is 0.

  • system timescale pauses waits, fors, and etc tho

  • Events are not paused when you set timescale to 0.

    The easiest solution is to add this condition to all such events:

    System Compare Two Values: timescale>0

    Isn't debug mode's pause just setting timescale to 0? I'm pretty sure it pauses wait actions, for loops, etc.

  • Yeah but, as I said, this would only stop the events and later start them over. I want to pause and resume them for if I'm running a loop, for example, I want it to continue from where it was.