randomly's Recent Forum Activity

  • Thanks so much for the update.

    Fixed the biggest issue I had with this plugin.

    Works perfectly for me now, thanks again!

    EDIT: Maybe a suggestion/request for any new version that might be upcoming:

    (Don't know whether that's possible at all)

    Would be awesome if you could add the possibility to change the form type for the multiple input alert, like the textbox. (password for example)

    Thanks again!

  • Or

    you download one of the Tween addons (LiteTween)

  • Alrighty, this seems to be a tough one.

    Following paths from the pathfinding behaviour seems to ignore collision polygons.

    I figured that a way to fix this would be to add the solid and the push out solid behaviour to the red cars.

    The solid behaviour on its own doesn't seem to fix it.

    But just adding those two behaviors caused weird movement of the cars. I eventually learned that you added the solid behaviour to quite some UI elements.

    I don't know why you did that and I also don't know where that would be necessary, but I disabled those solid behaviours and that made the car's behaviours work and let them collide the way they need to.

    Long story short:

    • Add solid and push out solid behaviour to the red cars
    • Add the red cars as push out solid obstacles on start of layout
    • Disable or delete all solid behaviours for UI elements (like BoundingBox)
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  • Could be an issue with the collision polygons.

    Anyways, to provide more help, we will need your .capx.

    (File -> Save as single file)

  • Just wanted to add to this:

    No. 2 and No. 5 are already existent in C2.

    No.2, linking multiple event sheets to one layout:

    You can simply create a the basic, unique event sheet for that specific layout and then include the additional, common event sheet(s). I don't think there is any need to modify the event sheet handling in the layout properties.

    No.5, customizing the look of C2:

    This exists as downloadable & editable themes, there is even a thread dedicated to sharing themes right here.

  • I'd say you should stick with choose().

    What you need to do, is create an event (e.g. System -> Create new object) to spawn your enemy and set the X and Y coordinates to choose(...).

    Also create two dictionaries, one for the X coordinates and one for the Y coordinates. Now, at the start of the layout,add values to the dictionaries. As the key, go numeric, starting from 1 and go up to the number of spawn points you want.

    The first value that you assign to the X dictionary will be the equivalent Y coordinate in the Y dictionary.

    Now, you fill the choose brackets. For the X coordinate, it will be Create object: X: DictionaryX.Get(str(choose(1,DictionaryX.Keycount))) The same for the Y coordinates, just with the Y dictionary of course.

    By doing this, you have random spawn places while assuring that no X and Y coordinates are being chosen that you don't want together.

    If you need any more help or a .capx, give me shout.

  • Well, no idea then since it looks fine to me.

    Sorry..

  • Huh, looks all good to me...

    Did you export the project as .capx in the same state as the one that rendered the preview you posted?

    This is what I get:

    Preview in C2:

    Preview in Browser:

    You seem to have created your project in Construct 2 r239.

    Please update to r240 since they fixed Tiled Background Tiling:

    [quote:1bekd9h9]Non-power-of-two (NPOT) tiled backgrounds can now tile perfectly without internally stretching it to a power-of-two (POT) size first, which could in some cases degrade the quality

    Construct 2 r240 Download

  • What is the result if you set "Fullscreen in browser" under the properties->configuration settings to "off"?

  • We will need your .capx for this.

    Could be related to the "fullscreen in browser" setting in the project properties.

  • Your .capx would be very helpful here.

    But from what I see, that looks like it is caused by transparent edges in the TiledBackground sprite.

    Most of the time, they are caused by auto-cropping the sprite.

    Try to fill the sprite with bucket tool until there is no transparency left.

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randomly

Member since 26 Sep, 2016

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