Mylon's Recent Forum Activity

  • Is what I mean is if I add a new member to the family I will need to go back to event 38 to add a create action and a set instance variable action.

    I can't use say... "loop 0 until Heroes.count" create "Heroes". This would create a list of random heroes.

  • Okay so I was able to simplify 2 of the actions by using an event with "Heroes on created" + "Heroes on layer..." event. But I still don't know how to iterate over the family to make sure new members get added to this list if I add new members to the family.

  • I have a function that needs to iterate over a family to display every member of it in a list. So far the logic looks like this:

    Is there some way to simplify this process so I don't have to update it every time I add a member to the family? I'm also having some difficulty with the order. Like I tried to set the blend mode (so they don't appear outside of the scrollbox) but event 39 did not work so I had to iterate over the individual members as well. As an aside, I noticed when I set the height of the sprite these items are pinned to the pins move. This shouldn't be an issue though as I'll just rely on the instance variable.

    So how do I make this simpler when my list gets to 30+ members I don't have so much of a headache?

  • That's it! Thanks linkman2004!

  • As a general rule, any action ought to come with about 40% markup. So you might buy good 1 at $100 and then sell it for $140. And then the prices of those upgrades enable more volume. If one takes over the role of producer instead of trader, they get that 40% markup twice, so they produce it at a cost of $71 and sell it at $140. This is just a rough idea that mimics real world values. Costs of upgrades and upkeep ought to be scaled based on the difficulty.

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  • According to the Blend Mode example file, it looks super simple but I can't recreate it. So in the example file, the 2 sprites seem to interact with each other but when I try to recreate it the sprite with a blend effect only interacts with the background, not the other sprite.

    For example: Create new project. Create new layer on top. Make sure layer is transparent. Make sure layer is active. Insert 1st object. Insert 2nd object. Move second object to partially overlap 1st. Set send object to blend "Source Atop". Expected behavior: I only see the portion of 2nd object that is overlapping object 1. Actual behavior: No change.

    Blend mode: Destination Over. Expected behavior: 1st sprite renders over 2nd sprite, despite 2nd sprite being on top in the Z-order. Actual behavior: 2nd sprite disappears (rendered underneath the background?)

    Another blend mode: Additive. Expected effect: Overlapping area turns very bright relative to the two sprites. Nonoverlapping area remains the same. Result: 2nd sprite turns entirely white.

    If I change the background to black (with additive still in effect) the 2nd sprite turns into a ghost image. Showing that the blend is only interacting with the background, not the 1st sprite like I expect it to in the Blend Mode Example file.

    So how do I get the effect I want where the blend mode uses Sprite 1 and not the background?

  • I encountered some strange behavior in the layout view. Some objects aren't rendering properly in the editor but render fine when I run the layout. I can't figure out how to reproduce it with a minimal project file though (or rather, too busy trying to make my game) that I haven't been able to submit a good enough bug report.

  • I'm trying to make a list that shows one each of a family. So not only is my for loop (from 0 to Family.Count) only counting the number of Family existing currently on the layout, but when I do System - Create Object, it doesn't let me specify which object in the family to create.

  • Why not make the coins persistent so when they disappear they stay gone when the player returns to the loadout?

  • Ashley , in case you're still watching this, I created another object on the UI layer of type Text. No moving across layouts needed. This object also seems to be invisible.

    The objects spontaneously appear when I scroll up so that the top edge of the layout is visible but they disappear when the top edge of the layout scrolls above the window.

    I'm still trying to figure out how to recreate this bug using a very minimal Capx file.

  • It looks like I'll have to create an image point for each object and an event to move and pin each object on the parent at creation.

  • So I've realized I can get better behavior by creating and destroying objects as needed rather than hiding them outside of the layout. But when I create an object everything attached to that object via a container appears on top of a single point. I would like to preserve the positional relationship. I have the objects in the container pinned to the parent (and this is performed at layout start) but this doesn't seem to help.

    How do I make sure the my tank has the barrel in the proper position when I create a new one rather than the barrel appearing on top of the tank?

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Mylon

Member since 22 Jul, 2013

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