Mylon's Recent Forum Activity

  • Problem Description

    Object is invisible in the editor when on a certain layer

    Attach a Capx

    Done

    Description of Capx

    This file does a lot of stuff

    Steps to Reproduce Bug

    • First, I created a sprite on the second layout which only contained one layer.
    • Then I created another instance of the object to the first layout with 4 layers by dragging it from list in the Projects window.
    • The object is invisible. It defaulted to the topmost layer.
    • If I change the object's layer it becomes visible. However, I need it to be on the topmost layer.
    • The object renders normally during layout preview.
    • This behavior persists between closing Construct 2 and reloading.

    Observed Result

    Object "Recruit" is invisible in editor on layout "Game", but renders normally in preview.

    Expected Result

    I expect to see object "Recruit" normally.

    Affected Browsers

    NA

    Operating System and Service Pack

    NA

    Construct 2 Version ID

    190

  • I tried using a pin event to pin the scrollbar at start to the window so it gets moved like everything else and unpin in the same event but the behavior is the same. I also tried creating a subevent thinking that maybe the primary event needs to finish executing first but still no luck.

    I ended up settling on just forcing it to the X value of the scrollbarback every tick. I suppose I'll need to figure out how to move it to the top every time the window is summoned.

  • I'm trying to create some UI elements for my game. A scroll box is going to be important for navigating an arbitrary long list of objects. So I have the scrollbox built and sitting outside of the layout and all of the objects (except the scrollbar) is pinned to one item and I move that item. So when I click the button I have an event that moves the main window and the scrollbar (in that order) into the window but for some reason the scrollbar isn't put into the correct position. If I click the button a second time, then the scrollbar gets moved.

    Can someone explain to me what's going on and how to make it behave as expected?

    Secondary questions: Why are there lines on my 9-patch windows and orange scrollbar? If I change the mode to exact these lines become even more prominent. The larger gray bar is not translucent and does not seem to have that line.

    Why does the button play the press animation on loadout start? Initial animation is set to "None" and the only animation in the animation list is "Press".

  • This looks really cool. My passion is for programming though. Maybe I could get an artist to do my art using this though.

  • When you create your event you need to "pick" the object to make sure you're using the right one.

    I updated the project file to show you how to move the objects around and reduce the number of events and required.

    Unfortunately I'm running into the very same problem of picking the right inventory box so I can't quite figure out how to mark one box (and not all of them) as full to prevent picking up more than 2 items at once.

  • I guess this is a problem with my source. I noticed the images themselves are different sizes.

  • I took a look at your program and I added an instance variable to your object and an event to move and display text when that object is tapped. Since your example has a filled slot animation rather than moving the item, this only works when the item is clicked before it's moved. Since you chose to use the "touch" feature, there is no "mouseover" event and I made the event to act in a manner appropriate to a touch interface.

    However, I want to make some big recommendations on to how you're handling this:

    * Make your apples and pears separate objects. You can add them to a family so you can change your events so when the player collides with a member of the family it picks them up.

    * Rather than have a separate sprite for a box with an apple or pear in it, move the object to the box. This simplifies a lot of the events, removes the need for most of the instance variables, and simplifies the need for assets. This way you'll only need 2 sprites for the box (empty and the highlighted one) and you could use an arbitrary number of objects as pickups.

  • I'm using some sprites and the different animation images are broken up into separate files. When I import each file, Construct 2 crops it so that every sprite has a different size. This means the sprite can wobble during its animation. Is there a way to ensure I have a fixed sprite size throughout the entire animation?

  • So I'm making a strategy RPG game and I'm going to need some very hefty UI elements. Anyone have some tips or examples I can use so I'm not reinventing the wheel?

    Like here's a screenshot of what I need, except there's no behavior attached to any of this: Do I need to have a "on start of loadout" event to pin all of these objects together? I don't see any native support for scrollbars, so should I use this tutorial ( ) or is there a plugin I can use?

    Edit: Huh, my URLs got deleted. I attached the picture I was referencing. The tutorial is scirra /tutorials/1217/custom-scrollbar-or-slider

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  • Can you update the Kongregate feature to include the Kongpanion-related API?

  • Thanks Blackhornet! I made my own version of the code here:

    <img src="http://i.imgur.com/4BL3j7h.png" border="0" />

    I'm not sure of a site as easy as imgur is for posting the capx file.

  • I tried to look at your sample, Blackhornet, but it says I need the Chrome Console plugin and that plugin is no longer offered. Is it possible for you to make a version that doesn't require that plugin?

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Mylon

Member since 22 Jul, 2013

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