oosyrag's Recent Forum Activity

  • That's what layers are for. There are system conditions to help you handle and manage layers.

    You can even use a dedicated event sheet for ui that is included on other event sheets for other layouts.

    Global layers can be used so that you don't have to recreate them in multiple layouts, and only need to edit the base one once to make changes.

    Otherwise I'm still not quite sure what the problem you're trying to address here is.

  • You use as many layouts as you need that makes sense, and you put your ui on global layer(s).

  • My problem is I can't seem to find a system option for if the boolean hungry is true or false to add the follow up commands.

    You have found the system condition already, as it is being used in event 30 to test if true. So what's your question? If it's how to test false, right click the condition and select invert.

  • construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    Is boolean set

    Test if a boolean event variable is set to true. To test if it is false, invert the condition.

  • Of course it depends on your target device, but modern devices will generally cache graphics memory into storage now so there's not much of a hard limitation for overall memory use. Generally speaking, the lower the better for performance, as much as possible. There is the 4000ish pixel limit to width and height for any given sprite enough.

  • No, the list box is a browser element, which uses rasterized text.

    You can try to recreate the listbox functionality with sprite/spritefont objects instead.

    Edit: There may be a way, to export the entire list item/word as an image, and use that as a css background image for the list item.

  • If you don't want to destroy/remove the button after fading, add a condition to the button on clicked event to check if opacity is greater than 0.

  • The manual pretty clearly states "If different objects use different values, then the Pathfinding behavior must generate multiple obstacle grids in memory, and pathfind along them separately."

    For starters, the cell border size (what I'm assuming you're talking about regarding padding), does not have any affect on the actual pathfinding grid itself at all. So if you take that out of the equation, it should be clear enough that a 32 grid size is not going to be the the same as a 31 grid size.

    As for which grid used when finding a path for a particular object, its simply one that is defined by the pathfinding behavior properties that are attached to that same object.

    While I'm not sure if rewriting the manual entry would help someone understand these things any more than it already does, I do think an in editor visualization sure would help a lot.

  • This sounds like a bug, and will probably be fixed shortly if a proper bug report is made. Or maybe after the holidays anyway.

  • There are other ways around this, here's an old example I'd done before. dropbox.com/scl/fi/0fgbjhvd6f522czs7b4un/autotile.c3p

    Use transparancy for the animated area. Two semi-opaque tiling water textures on a tiled background, with slightly randomized movement below it. Results in a seamless animation with basically no recognizable pattern or repetition at all. Done with a single texture, no animation frames required.

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  • Again, there are scripts/bots that can automatically close issues after a set period of time of inactivity, rather than arbitrarily at the beginning of the year. So every issue will be open for a year, then closed, instead of ones opened in January being open for a year and ones from December open for a month before closing.

  • Some git projects have stalebots that automatically mark stale or close issues after a set amount of time.

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oosyrag

Member since 20 Feb, 2013

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