locohost's Recent Forum Activity

  • I don't think this one is going to happen

  • Oh wait!!

    I'm momentarily moving the Token up to HUD layer when dragging so it always floats on top of the viewport, then moving it back down to it's Tokens layer on drop. This must be the issue! Testing now...

    bladedpenguin You actually were right and you solved my problem. Thank you, thank you!

    I added another "Dragging" layer, just under the HUD, but above all other layers with 100/100 parallax. It's working now.

  • Oh wait!!

    I'm momentarily moving the Token up to HUD layer when dragging so it always floats on top of the viewport, then moving it back down to it's Tokens layer on drop. This must be the issue! Testing now...

  • Please ignore this post, see solution below...

    Wow, you were right. It's very, very bad that you were right

    So it appears you cannot use a stationary (0/0 parallax) HUD layer for your controls.

    So unless there is some trick documented in fine print, to use the system-pick-overlapping-at-point function, you cannot have any parallax at all. You will have to add code to the every tick event to reposition your HUD controls.

  • That's a very interesting thought I had not considered. Checking now, the parallax is identical on 4 of my 5 layers. The only layer that doesn't have a matching parallax is HUD, which is 0/0, and on top of course so my HUD controls stay visible and in the same position. It would be an awful surprise if the HUD must also be 100/100 to fix this. I will try now...

  • Why is this Pick-while-dragging-Token working only when Viewport is at 0/0? It Picks Tiles and highlights them as I drag around the Token. However, when I scroll the Viewport, then try to drag a Token, this completely breaks and picks incorrect Tiles...

    [attachment=0:9vx64xjv][/attachment:9vx64xjv]

  • I'm trying to Pick (add to SOL) all Tiles that are within a certain pixel distance all around a Token clicked. Sounds easy right? I've tried System Pick TIle by Eval and Compare using distance() but nothing is working.

  • I've read everything I can find on picking Family instances and I honestly don't see how I can do this...

    I can't pick two Fighters in same "Fighters" Family, determine if the first Fighters has LOS to second Fighters, then if second Fighters.IsFoe (inst var) is True, set second Fighters to visible. I tried the two families trick, Fighters_1 and Fighters_2, this could work if you were allowed to have the same Fighter.Foe inst var on both families. But you cannot.

    I think this may be impossible in C2

  • I've made a little test with a new project:

    [attachment=0:3owajqu9][/attachment:3owajqu9]

    the "inc" variable should stop at 9 but it continues to be incremented by 1.

    What's wrong here ?

    Interesting. I see the same result. The loop sub-event seems to get evaluated independently of the parent loop completion. So the increment is forever, in this test. Seems like a bug to be logged.

  • Magistross

    jqquick223

    Yes, my feelings exactly.

    I'm pretty much waaaaay back in the days when I had to use JS alerts for debugging. ***** bad

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  • I can't seem to set a breakpoint anywhere in any of my event sheets. How are we supposed to debug?

  • I started the app in regular mode (not debug) then hit F12 to bring up console. For some unknown reason it was not finding the tilemap .png file. Looked in the project and it the tilemap had no image. Had to reload the tiles .png. No clue why this happened

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locohost

Member since 19 Sep, 2014

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