vubidugil's Recent Forum Activity

  • Was that exactly what was supposed to happen? I imagined that when restarting the layout everything would return to the initial state. But the blocks are not returning. What is the correct way to restore everything as in the beginning.

    My event sheet drive.google.com/file/d/1MZ5kYLkH6hnKBhCYR-Z-dxH137p9bNbN/view

  • Problem solved. The global option was active by mistake on the sprite object.

    My project brickvania.netlify.app

    I'm using Restart of layout, but destroyed objects are no longer being recreated as if they have persistent behavior.

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  • thanks for the help, now i understood my mistake

  • PS I meant to ask - do you have a picture of the effect you were trying to create?

    I expected to create a prospective terrain similar to the "top gear" (snes) game.

    gamesimples.netlify.app

    My idea was to reconstruct the tilemap using the dimensions 32x2. Every 2 pixels at a different depth in the Z elation.

    When creating 128 tilemap objects, I thought I could use each "IID" to reference the correct 32x2 tile in ascending order.

  • yes, very interesting. So I created the topic, if it wasn't a bug I would love to know how to take advantage of this effect.

  • I am getting an unexpected effect when I try to use the tilemap. I have a tilemap file, with 32x2 tiles. When I start the layout, the system creates several copies of the tilemap, with a loop, I fill only one line of various tiles. Each tilemap created has its own value in order Z with the intention of creating a depth effect, false 3D. However, this generated a visual problem, a conflict with a sprite object that is printed on the tilemap.

    Download .c3p drive.google.com/file/d/1EtJjkbw-aeCSVKJuH0pefVmCZxw6srB9/view

    if it's not a bug, I'm sorry. I really don't understand why this is happening.

    Tagged:

  • could you give me an example of how to use collision boxes inserted in the animation using "spriter pro" and later importing into "construct3"?

  • I am using layers that change or increase value Z.

    aside from the HUD layer, all the others have parallax 0.0.

    In addition to the layers that change the Zelevation order , there are other layers behind that do not change their values ​​in the Zelevation.

    initially the layers have Zelevation in the values:

    upper layer value: 0

    intermediate layer value -48

    bottom layer value -96

    When you press a button, the layers gradually change to the values:

    upper layer value: 96

    intermediate layer value 48

    bottom layer value 0

    Whenever layers have a negative value at Zelevation, the other deeper layers get parallax that cannot be controlled.

    at 0:30 seconds of video i show that layer over 0 has no parallax effect

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  • Add an invisible sprite with Tween behavior, or use any existing static object. The object doesn't matter, as long as it exists on the layout and has Tween behavior.

    Run "Tween (value)" action.

    In "Tween Is Playing" event set layer elevation to Sprite.Tween.Value

    I did it the way you taught me, I noticed that objects on the layer affected by the change in Z elevation maintain their position at 0, without keeping track of the value of the layer. Is there a way for each object on the layer to update its Z elevation without me having to make the change one by one or have to create multiple families?

  • I want to use tween behavior to smoothly zoom a specific layer by scaling all objects on it.

  • Can solid behavior only interact with objects on the same layer?

    I am using a two layer scenario with different scales to create the depth effect. In each of them there is a tilemap using solid behavior and enemies using moving platform behavior. But enemies in the back layer collide with the tiles in the front layer. Is there a way to restrict the area of ​​action of the solid only to objects that are in the same layer?

  • Sorry, I posted it in the wrong place. Moved to construct 2 questions

    Can solid behavior only interact with objects on the same layer?

    I love Construct 3!I am using a two layer scenario with different scales to create the depth effect. In each of them there is a tilemap using solid behavior and enemies using moving platform behavior. But enemies in the back layer collide with the tiles in the front layer. Is there a way to restrict the area of ​​action of the solid only to objects that are in the same layer?

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vubidugil

Member since 12 Oct, 2014

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