zwedizhfizh's Forum Posts

  • Alrighty, guess it'll have to do. Thanks for the help!

  • Could you possibly be more specific? Are you referring to sub-events when you are talking about indentation? Most things are done with the mouse.

    As for debugger keyboard shortcuts, unfortunately I don't know about that. I opened up the debugger and tried a few obvious choices for pause and step and things like that, but no dice.

    There aren't any listed in the info page here (aside from ctrl-f5 to start the debugger):

    https://www.scirra.com/manual/169/debugger

  • Hi there!

    I'm trying to get a game to execute a command *once* the very first time it is run (I'm exporting using Node Webkit). I could do this with local storage, but that seems like an inelegant solution. Is there another solution I'm overlooking perhaps?

    I have observed this as well with my Non-Steam copy and Non-Steam game. I am running x64 Windows 10 and my task manager is populated with a ton of these after testing in NWJS. They do take up a small amount of memory (for my project around 30-60mb), so it may be a problem for low end users.

  • Thank you! I knew I was overlooking something.

  • bump

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  • I think I might be overthinking or overlooking something, but...

    Is there an easy way to have a custom overlay effect that doesn't have to be copied onto each layout in a project? Like a project effect or something? I'm trying to create a game with an old-timey tv overlay and it has to be in every layout and it's just tiring to copy it over and over again and reset the parameters over and over again... is there a better way?

  • ...I am dumb.

    Thank you for the quick response!

  • I have a game that has a lot of the same sprites on screen with different abilities depending on a variable that defines their class. So class one blocks act differently from class 2 blocks, but they are the same object. This is necessary because the objects need to be able to switch between these modes quickly. I need to also be able to count how many of the object with a certain class there are in the game (i.e. how many blocks with their class set to 2 are in the layout). Is there a simple way to do this? I can provide screenshots of event sheets if needed.

  • Bump for attention...

    Am I in error or is this a legitimate bug?

  • Problem Description

    Mac OSX Node Webkit export is not functioning correctly.

    Attach a Capx

    https://drive.google.com/file/d/0B67iHi ... sp=sharing

    Description of Capx

    Simple platformer involving a character that switches between suits and powers pertaining to each suit. There are ten suits, only 4 of them are programmed so far (high jumping, super speed, grappling hook, super strength). On the start of the layout the program requests fullscreen. The project title is Xilence.

    Steps to Reproduce Bug

    • Step 1: Export to Node Webkit
    • Step 2: Place on Mac OSX Environment
    • Step 3: Run and attempt to use WASD controls or arrow keys, attempt to use "exit" button.

    Observed Result

    Extreme control lag from arrow keys controls. "Exit" button does not indicate click nor complete its function.

    Expected Result

    WASD should emulate arrow keys controls per Platformer movement behavior. Exit button should exit the program.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO
    • Node Webkit: YES

    Operating System and Service Pack

    Mac OSX 10.8.5

    Exporting computer: Windows 7 Home Premium

    Construct 2 Version ID

    Beta Release 175

    Thank you very much, you have an excellent and completely amazing product.

  • Wow, that was a quick fix. Thanks a lot!

  • I could use some help with something that seems like just a dumb error on my part...

    I am making a point and click adventure game with multiple layouts, however I am coming across an issue where when I move from one layout to another larger one, the player will not travel beyond the constraints of the previous layout. Let me clarify: It's not that the character won't show up on the second layout, it's that he won't travel beyond the size of Area 1 (the first layout). The first layout is 2560, 1450 and the second is 10000, 5000. When the second layout starts, my character will not travel beyond the 2560, 1450 grid into the rest of the layout. I am using the pathfinding behavior to move the character and he is bound to the layout, is there something I'm missing? Thanks for any help <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Capx download of problem is below. Start from Area 1, walk into the far right corner and transition into Area 2. Then, try to walk to the right end of Area 2 and the issue should be apparent.

    https://drive.google.com/file/d/0B67iHi ... tkekE/edit

  • I have a terrible secret. I love the Nancy Drew point and click adventure games and I've been toying with the idea of making my own game similar to that style except around my house using photos I've taken and such. Would the best course for this be to just create a new layout for each new scene/room the player enters or would it be more effective to set up a large system of families and background images to cycle through? I'm interested in your feedback <img src="smileys/smiley1.gif" border="0" align="middle">

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  • Thanks so much! That was super helpful.