Mylon's Recent Forum Activity

  • Hey Rex, you have a great plugin and you seem pretty active. I'm surprised I hadn't found this sooner.

    I'm creating a project using Kenney's hex tiles (they have a height) and I was wondering if you think your plugins/behaviors would be a good fit:

    http://imgur.com/9BJizyB

    At the moment each horizontal tile is it's own tilemap and I plan on using a helper function to pick my x,y. I would like to also use the Z axis but that would get even more complicated with this system.

  • Okay, since you wanted a demonstration:

    https://dl.dropboxusercontent.com/u/552 ... yDemo.capx

    Sprite 2 exists and I can reference it's height/width just fine. Sprite 1 only exists in Layout 2, so when I create it in Layout 1 it's Height is 0 at the time of creation.

    This is the kind of stuff that needs to be better documented. This is not a "personal" suggestion, but something I would add to in a wiki, nor does it need to be used with caution. It's simply providing information about what I can and cannot do in the engine, not a suggestion.

    Just like the mouse cursor: Placing the mouse sprite in layout 2 is not enough if I wish to set the cursor to that sprite in layout 1.

    Ultimately my goal is to create a scrollable list populated with sprites. I've done it in events. It's a bit messy, but I think I have the execution mostly done. For optimization, I think I may have better results keeping a copy of every object and moving them instead of creating/destroying.

  • Kyatric

    The specific block I was trying to do (I've since amended it):

    Create object "Hero3" on layer "UI2" at (ScrollboxList.x, ScrollboxList.y + Hero3.Height/2 + UIMARGIN) on Layout 1.

    I have a copy of "Hero3" on Layout 2, but the sprite still gets fixed mostly at the top of the list (ScrollboxList has the origin set to the top middle) instead of wholly enclosed within ScrollboxList as expected, suggesting that Hero3.Height = 0. I since replaced it with a flat number. This is only a problem for the first item in the list because I then use an instance variable ScrollboxList.CurrentElementY += Hero3.Y + Hero3.Height and that replaces my create Y coord. This works so long as all of my Heroes are the same height.

  • tgfcoder That sounds like a great idea, Thanks!

  • Containers: Families cannot be part of a container. If all family members require an object, that object needs to be created and picked manually (often through an family instance variable).

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  • > Create Object: At the time of object creation, it doesn't have a height or width.

    >

    That's absolutely untrue. It uses the height and width of the first instance created in your project.

    The object must need to exist on the layout in question, not merely in the project.

    The game idea I'm working on relies on a relatively simple layout that grows increasing more complex over time. Unfortunately this seems to create a lot of quirks, like sprite height not having a value because all of the assets are "preloaded" on a second, unused layout.

  • Create Object: At the time of object creation, it doesn't have a height or width. Using a sprite's size is not effective when creating it relative to other objects.

  • Example: I have a button that creates a window on layer "UI". I have a sprite that reveals an object on layer "Game" (below UI layer) when mouseovered. If the window is over the sprite, mousing over the sprite will reveal that object above the window. Thus, I'll see a random object obstructing my UI layer.

    Example: I made a simple camera control setting based on clicking over the map and dragging. If I click this window and try to move it, I also trigger the camera function because the mouse is over the map, even though the window is in the way.

    Example: I have a button that creates this window. I also allow the same button to destroy the window. If I move the window over the button to hide it, then click the button, the button still counts as clicked and destroys the window.

  • Better documentation is always a good thing. I just want to leave some notes here as I see them

    Mouse: scirra.com/manual/114/mouse

    Set cursor from sprite: An instance of the sprite must exist on the layout where this call is made.

  • Yeah, I'm trying to make a game that's gonna be RPGish and will require a lot of UI elements and that has become a very frustrating part of development.

  • I would like to be able to use isometric/hex tiles, specifically ones with a "height" to them, thus needing some overlap to hide the Z portion of the tiles under most circumstances. Examples here: opengameart.org/content/hexagon-tiles-93x and opengameart.org/content/isometric-city

    I attempted to write a plugin to provide this functionality myself but I was told that the engine has a limitation where UI is limited to only the official plugins and thus my copy of the tilemap plugin would not work even when I changed nothing but the plugin name and ID. If you can add this feature to the engine I would appreciate it.

  • Is there a way to create a plugin that modifies the way the tilemap object is drawn? I don't want to risk having to maintain a fork of the official plugin.

    I can achieve the results I want by using a separate tilemap for each row of tiles, but I figure this may cause headaches in the long run as I will need a function to translate Y coords to reference separate objects. And if I want to add a Z coord (because the tiles can be stacked) then it gets even trickier.

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Mylon

Member since 22 Jul, 2013

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