quackgyver's Recent Forum Activity

  • Can you share your demo project? I tried the same code and it works fine for me.

    Sure: quackgyver.com/junk/v0001.c3p

  • Yes, I know it can be used this way. I meant - does it work when you move "trigger once" to the parent event?

    No. The root event stops firing if "Trigger once" is added to it. However, if I move the root event to the top, as I illustrated in my original post, then it works.

    So, these all work:

    And these don't fire at all:

    EDIT:

    There seem to be some major glitch with the forum software that's preventing my attached images from showing up. I've uploaded 6 images to this post, so hopefully they'll be visible to everyone. For me they're only showing on and off.

  • "Trigger once" needs to be the last condition in the event. Don't put it in the sub-event.

    Having no other conditions in the event automatically makes it true. It's not true that "Trigger once" can't be used as a sub-event. It can be used on any level.

  • The last "Trigger once" line doesn't fire at all in this case:

    While in this case it does:

    I just can't figure out the logic behind this. "Trigger once" should logically always fire once on the first tick within an event which condition is true, so why do I need to move it to the top for it to work?

    What's stranger is that the root condition still fires, so I could for example do this:

    But as soon as I move the "Console.Text"-action down into the "Trigger once" event, it just won't fire.

    Anyone know why this is? Because I just can't figure it out.

    EDIT:

    Just to be clear, the end-goal here isn't to print the text, it's to figure out why "Trigger once" isn't firing in this case.

  • I found the solution myself. Apparently Construct now applies colors to SpriteFont objects by default, regardless of the color specified within the image file.

  • I've been using SpriteFont for a long time, but it suddenly won't load right.

    See images:

    As you can see the settings are okay, and that it for some reason displays jumbled black symbols despite the fact that the image is entirely white.

    Anyone know how to fix this?

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  • Bump.

    Bump.

    Hi,

    Would it be possible for whoever is the author of the Sprite Font plugin to add the ability to modify the object properties on runtime? I find that for more advanced projects, I often find myself needing to change the sprite image, character parameters or other such properties.

    Almost all other common objects offer similar functionality so it makes sense to bring the Sprite Font object up to the same level of power.

  • I have a few questions about the JSON object that comes with Construct 3:

    Question 1: Is it possible to use "Has key" to find a child key of a root object without iterating through the object? If so, how? I can't get it to work.

    Question 2: How do you target the root for iteration? Do you just specify an empty string (i.e. "")?

    Question 3: How exactly do you iterate through an entire JSON object?

    I've tried doing:

    json: For each entry in "" set debug to debug&" / "&json.CurrentKey

    But it just keeps printing the root key over and over, without returning the child objects.

    Thanks in advance.

  • if multiple limiting tiles are visible, how is the camera supposed to know which ones apply? and which direction to limit the camera?

    It's supposed to limit it in all directions, and it *should* in my opinion work by checking for overlapping at an offset. I just can't seem to get it to work.

    can you post a sample file so we can see how you are placing the tiles?

    An image would illustrate it better:

    The red shape is the viewport. The yellow tile in the center is the camera. The purple shapes are bounding tiles. The camera should in no way be able to proceed past the bounding tiles if the edge of the viewport collides with it.

  • this is what I would do...

    create Min and Max sprites for X and Y, and clamp the camera coordinates to their locations.

    https://www.rieperts.com/games/forum/LimitCamera.capx

    this puts the limit markers where to stop the camera... you can still see beyond that so you have to calculate where to put them. if you dont want to see anything beyond the edge of the layout, you have to put these far enough in to accomplish that.

    it you want to set these at the limit of what you see, then you have to calculate an offset from them based on the viewport size.

    That doesn't solve the issue, because it confines the camera to a specific bounding box. I'm talking about disallowing the camera from scrolling past *any* bounding tile that's been mapped in my tile grid.

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quackgyver

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