R0J0hound's Recent Forum Activity

  • Looks like a nice idea but when picking is involved the “or” version would work differently than the duplicated events version.

    Events a

    Or

    Events b

    —- actions c

    Is the same as

    Events a

    —- actions c

    Else

    Events b

    —- actions c

    What you probably expect is:

    Every tick

    — sprite: set bool picked to false

    Events a

    —- sprite: set bool picked to true

    Events b

    —- sprite: set bool picked to true

    Sprite: is picked

    —- actions c

    But or doesn’t work like that. Plus even that works different than duplicating events. I actually only use or in simple cases.

  • Typically javascript is never the solution. Why not just move it with events, it's almost always easier? If it messes up whatever other movement you have then you could make a second object and position that from the first one, and make the first sprite invisible.

    If you really want to use javascript then look at making a behavior with the sdk. There's a section on the manual for it.

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  • I must say, that was inappropriate.

  • YoHoho

    Updated link.

  • Do you move the ground sprites at all?

    Does it still occur if you use “time =0.1” instead of start of layout?

    Worst case, make a copy of your project and start removing everything else until it stops occurring. At the very least it will give a minimal example.

    To me it looks like things are being moved after you set the position.

  • Nothing is wrong with your equation, there is something else at play here.

    Have you tried putting them on the same layer first before setting the position? Perhaps some parallax is the issue.

  • Typically you’d use a tiled background that you’d stretch out from a start location to an end one, and then paste it to the canvas. You can find other posts that tell how to use sprites to “draw lines” in a similar fashion.

  • You can take a screenshot or use paster.imgURl to load into a sprite and paste that.

  • You can report any post. There's a button on the top right of every post.

  • The change required was slow from what I found since it required adding the preserveDrawingBuffer attribute when creating the webgl context. Sources online stated that that attribute can have a performance hit, besides the halting of the pipleline. Without using that I was getting inconsistent results across browsers. AKA it mostly didn't work.

  • thegodo

    link updated

  • TheFaith30

    link updated