UberdroidGames's Recent Forum Activity

  • zrotate.capx doesn't make sense to me... how does getting the sin and cos of 1 over and over get you angular motion? Shouldn't it be the sin and cos of an increasing angle?... but when you change that constant it just changes the speed of the rotation. Does cos(1) not work like I think it does? Shouldn't it return 1 all the time?

  • How cool would it be just to have an "export to android" button that produces an android APK file?

    Why monkey around the bush?

    I'd pay extra for that for sure!

  • Perfect thanks!   <img src="smileys/smiley17.gif" border="0" align="middle" />

  • It seems to think 2 & 4 = 1. when it should be 0. Also it thinks 2 & 6 is 1 when it should be 2. It looks like maybe "logical and" only cares about the first bit.

    I'm trying to see if an array of things are on or off with a single number which should be easy with a logical AND. Is there a way to do an actual AND on the numbers?

  • Oooh! Ok I was wondering no matter what I did it just kept editing that first one... thanks!

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  • BTW I LOVE the tilemap plugin! Just would really like to be able to edit more than one.

  • It doesn't matter if I put the 2nd tilemap on another layer or not. Or whether they touch each other --though the idea is one is superimposed over the other --like a "layer" in RPG maker which allows you to have a tilemap for the floor and another on top of it for the walls and objects...

    No matter what, If I create a 2nd tilemap object, the tile editor refers to the 2nd one only. I can simply no longer edit the tiles of the first tilemap object. AND no matter what, I'm editing the 2nd tilemap object.

    Either there is a way and I just haven't figured it out or

    Construct is limited to only one tilemap object or

    this needs to be fixed.

    I would really like to be able to have a tilemap that just has shadows and lighting effects that I can paint on top of my first tilemap. Or if collision is involved, have a tilemap for the floor where colision is ignored, and have another for the walls and objects.

  • When I do a tile map I want to add another on top of it to make things like props, and simi-transparent shadows. But when I load a second tile map, I can't go back to editing the first one's tiles!

    No matter what, when I open the tile editor window... I'm faced with the 2nd tilemap's tiles.

    Is there a way the tile map editor could be "pointing" to the selected object's tiles?

    I could just completely finish my first one before starting the second... But I feel I must be missing something

  • Yep. I'm working on a "my doodle game" type game so I'm doing that all over the place. Does save game save dictionary contents too? I guess I'll find out...

  • OK I did it. I didn't quite get that the imageurl from a canvas IS the image itself in text form. That can be saved and loaded no problem.

    Anyhow That's a way to do it and the way I'm going with. Phew!

    It helps to talk about it...

  • ...wait, you save the imageurl to webstorage... then how do you get it back? Does that save the whole image or just a url pointer to it?

  • ...or any image really. I know the canvas plugin has an 'asJSON property --which I can save in a dictionary or something, but how do you get the image BACK from that JSON string?

    I just need to save and load image files which result from canvas manipulations to and from the web storage.

    Anybody done this?

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