PabloDev's Recent Forum Activity

  • When you put a new image point it is easy to apply it to all frames, just press:

    "Apply to all animations"

    or

    "Apply to whole animation"

    The problem exists when you delete an image point over which you used one of the above options.

    The checkpoint is cleared in the current frame but there is no way to apply that deletion to all other frames.

    An option is missing to apply all the points of the current frame to all the animations or to the whole animation.

  • I guess that's another way to do it.

    I just removed the trigger and added a bool variable in the object and now it works.

    https://www.dropbox.com/sh/ehrch6zye1tu ... n3Era?dl=0

  • If the condition in event 2 is true for the first sprite, then it has to be untrue before it can run again due the 'trigger once while true'. As a consequence, when the condition is true for the second sprite(after it was true for the first one) it will not run.

    Why is the 'trigger once while true' needed ?

    Okay, now I understand what you say.

    If you remove the trigger the sprites are trapped in the tile, the trigger changes them once only until they re-enter the other tile and change direction again.

    Thanks, I'll have to find a solution.

  • Hi, can anyone explain?

    This formula works with an object, but if you have two objects then the second object escapes, why ?.

    https://www.dropbox.com/sh/ehrch6zye1tuq33/AACqlv_6UnWbOaJSLhy8n3Era?dl=0

  • Okay, I realized I was doing something silly there.

    Thank you!.

    : D

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  • Hi, I think this is not normal. C2 its a troll?.

    When I choose an object to replace and pulse OK, then it automatically opens the window again and will not let me finish.

    Is it a bug?

    Hello, I am trying to open a project of mine but the message appears:

    "Some features will be unavailable" and some errors happens.

    I would like to know what are the functions that can not be used in free edition.

  • I think this is the thread but it is inaccessible for me:

    https://www.scirra.com/forum/viewtopic.php?f=192&t=189430&p=1110820#p1110820

    They have locked in there and do not want to open us.

    So this is like knocking on the door.

    If someone brings a battering ram we may have access to beta.

    It can be seen on Ashley's profile.

  • I also want to add, why can not you check the background color of a layer?

    Color can be set, but can not be checked.

  • You can do that by also having a blank sprite load the tilemap image. Then you can get the sprite's height/width to get those values.

    A strange way to check those values but it seems that there is no other way, thanks again !.

  • What C2 is calling "a new tilemap image" is indeed a tileset.

    Here's an example of how you load different tilesets:

    https://www.dropbox.com/s/us4peovqb1btm ... .capx?dl=0

    Each tileset is a separate image. You can check them in the Files folder in the Project Tree.

    Edit: Keep in mind that changing the tile width/height in runtime is impossible, though.

    Perfect, then I was wrong, I simply did not know that function and I thought it was just a map load, not a TILESET, I was also confused that the action is called "Load image from URL". I thought it was about uploading a new map from the network by connecting to a web or some server or something.

    Thanks !, this eliminates some problems in my game.

    On the width and the height, I only need to consult it, I do not need to change it.

    Is it possible to consult the values ?.

    I do not know how to check the width and height of a tileset.

  • I think I understand what you want, but you cannot do that.

    You want 2 instances of the same tilemap object to have a complete set of different images in them, right?

    That's impossible. The minute you change the tile images, all instances of that object will have the new images. Instances are just a copy of the object that are allowed to have different variable values, like height and such, but not images.

    TILESET can not be changed.

    Even if you only have one tilemap object.

    It can not.

    I only have one tilemap object, I do not need any more tilemap objects and I can not change their tileset.

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PabloDev

Member since 2 Nov, 2015

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