fedca's Recent Forum Activity

  • set webGPU to no in the project setting to show webGL only effects

  • you can disable it with alt, which can be handy when you want to color pick into the selected instance. (there is also a "bug", which lets you keep that state, hold alt while going into the color picker, then it stays like that)

  • I have a suggestion that isn't directly connected to the Instance Bar, but made more obvious by it. I would assume most user will have the instance bar as a tab of another bar, i.e. like this:

    here the Instance bar is a tab you can switch to from the properties bar. The way the tabs are positioned has two downsides:

    • Redundancy with the header, leading to wasted vertical space.
    • They are positioned below, which goes against common conventions, making it less intuitive.

    My suggestion is this, here the tabs are positioned on top and replace the header:

  • For me it does ask if I want to close if there are any unsaved changes to the project.

  • You need to set Enable webGPU to no in the advanced project settings so webGL only effects show up.

  • right I guess loading tmx is edit-time only

  • you are using this button, right?

    and/or following this: > Load TMX: import a .tmx tilemap as used by Tiled. All the tiles in the object are replaced with tile data from the TMX file. In Construct a Tilemap object represents a single layer of tiles, so if the TMX file has multiple layers you will be asked which layer to import. To import all layers, create a different tilemap object for each layer and import them separately. The tileset image can also be replaced by choosing a new image file. Note you can also drag-and-drop individual .tmx files, image files, and .zip files of both, in to the Tilemap Bar. This opens the load TMX dialog with all relevant fields already filled in, so you only need to press OK.

    I haven't tested it recently though and I also don't have a tmx file to test rn.

  • right it should be apply impulse instead of apply force as apply force automatically applies dt. It should be used when you continuously apply the force for a period of time. Apply impulse is intended for one off stuff like kicking a ball

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  • Maybe you are using apply impulse every tick instead of apply force or using apply fore only once instead of apply impulse.

    Or you are multiplying by dt in apply force, which already calculates dt itself...

    There are many ways you can add framerate dependency with your implementation.

  • keep in mind that with very small collision cells (and large layouts) the overhead of the collision cells themselves increases, so only comparing collision checks isn't the whole story.

  • that is an interesting find dop!

    It seems like it matters which instance is first in the is overlapping check, so Sprite2 is frame 0, Sprite 2 is overlapping Sprite1 works too

  • On a timeline audio track you can define a tag and you should be able to then detect if audio is playing with that tag and mute it just like any audio.

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fedca

Member since 6 Jul, 2017

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