signaljacker's Recent Forum Activity

  • I'm not sure I follow fully, but when I run your capx the array seems to spawn the boxes correctly - in a line, rather than all on top of eachother. You are only using the X component of the array though (width) so if you used For each X, Y element instead of just each X you could make a grid rather than a line.

  • Thanks for your help, that certainly helped me verify that I was picking the correct instance and it's highlighted a deeper problem with what I'm trying to do - seems multiple objects pinned to one and other can't be moved in the way I need to move them. Thanks again.

  • Hi all - apologies if this is vague; I have a bunch of red squares that are in a family called map_items - these are pinned to a larger purple square so that they can all move around together. When you click on a red square a boolean variable is toggled - and if on, the square changes to green. Now what is meant to happen is if the variable is on that square is to be positioned over another target square - and since everything is pinned together the purple square and surrounding squares move around with it. Now if you look at my example you will see 4 red squares pinned to a purple square, if you click the top left one it works perfectly. But if you (reset the .capx) click any of the other ones, they will toggle on however they won't set their position to the target square like the top left red square does. Can anyone explain what is going wrong in my events? Thanks very much

    capx here: https://www.dropbox.com/s/mm04jbpyg8tq4nv/help.capx?dl=0

  • Hexels is great, it really excels at isometric art. I've had a v1 license for a while and it's awesome - haven't yet upgraded to 2.0 but I hear it's much improved. I think the price is very reasonable, considering nothing else does what Hexels does.

  • I've always used Photoshop because it's what I know, with a bit of setting up it's good for pixel work but it can be a bit frustrating if you're jumping between a pixel art project and a HD one (you're constantly fiddling with downsampling and anti aliasing settings). The one thing that PS seems to be really bad at however is rotating pixel sprites - the rotated sprites always look bad and you have to jump through many hoops to get them to look good. Do any of these dedicated pixel apps do rotations well? I have a copy of Pro Motion 6.5 that I picked up in a Humble Bundle - but the interface has never clicked with me and also seems very buggy so it slows me down, so for now I've stuck with Photoshop but would probably jump ship for an app with good rotation and interface.

  • I'm looking for a solution to this problem as well, there are a lot of variables to take into account such as which browser you're testing on and which video format you're using. The way your video is encoded can also apparently have an effect on how well it loops - eg Chrome can screw up the looping MP4s if the keyframes set aren't evenly divisible within the length of the video. I'm only just getting into video with Construct but I can see the looping being an issue for me as well so will be conducting a bunch of tests.

  • You could take a look at this article https://www.scirra.com/tutorials/47/xaudio2-peak-and-rms

    There is also an audio analyzer example in the default construct 2 examples. I think what you want to do would be possible, would just be a bit of work.

  • I'd say it's because the onClick event only triggers once - so it starts scaling the object but never gets past the first tick. You probably need a variable set up and when that variable is true run those scaling events and it should work.

  • Sorry, it's possible I misunderstood what you're trying to do - try this caphttps://www.dropbox.com/s/zjzz44zvarv8hfy/test.capx?dl=0 - from your description, it seems to do that - when the sprite with the power overlaps the one without, the powered sprite stays the same size but the unpowered one reduces in size.

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  • In your first block of events, above where you set the family size, add an action to set the size of the greenSprite to whatever its default size is and it will work. I'm guessing because you've differentiated between an instance and a family in the event that you also need to do this in the action, otherwise it will just blanket it under the family and apply the size change to both.

  • Thanks for the insight - if the load texture from canvas action isn't reliable I won't use it - thanks for the link to the workaround, I think I will be able to re-jig my screen to get it to do what I need - cheers!

  • Hi R0J0 - thanks for taking the time to make such a great plugin. I might be a bit dim, but could you explain how to use the "Load texture from canvas" correctly? What I'm trying to do is to just replicate the entire game canvas in realtime (all layers etc) and load texture from canvas seems to do this, but if the paster is placed on that same canvas it causes a sort of image recursion (which makes sense) - but is there a way to avoid this? I've tried broadcasting the game canvas to a paster object offscreen and then set up another paster object that is meant to receive this image but it still doesn't work - so I think I must just be missing something fundamentally simple about how this plugin works - my capx is here: https://www.dropbox.com/s/kdg7lp6d6rjlx ... .capx?dl=0 - note that I realise I could achieve the reflection effect very simply by pasting the object rather than the whole canvas in this particular example, but in the context of my actual game it needs to be the whole thing. Any help much appreciated.

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signaljacker

Member since 10 Aug, 2011

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