immortalx's Recent Forum Activity

  • try this

    dl.dropboxusercontent.com/u/14855413/fishy.capx

    (copy and paste the link)

  • Sorry I didn't know you had a dual monitor setup.

    I have a dual setup too but how is it possible to have the layout and event sheet on different monitors? They are docked inside the main window!

  • Man, I'm dying to see that one finished. Every time you post an update I'm drooling!

  • The main window can only be split in 2 or have sheets/layouts take the entire window space, when all the bars are undocked.

    If you accidentally spitted it in half, just drag one of the two child windows into the other and it will take the full window space

  • Thanks again jojoe

    I tried exactly what you said but as soon as I scale the layer, the position of the gizmo (which is on a layer with scale rate=0) becomes "relative".

    I'm trying to re-position it on the object every tick, but it only moves exactly on the object's origin when the background layer scale goes back to 1.

    I don't know how to explain it better and thanks again for your valuable help!

    EDIT: Attached a capx to better demonstrate what I mean

    dl.dropboxusercontent.com/u/14855413/ex1.capx

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  • Thanks jojoe

    I tried scaling the gizmo down when i scale the layer up (and vice versa), like this:

    Set Layer 1 scale to LayerScale(1)+0.002

    Set Gizmo scale to LayerScale(1)-0.002

    but unfortunately it doesn't work as expected. It keeps scaling up with the layer, just with a slower rate.

    With this method though the position is maintained, so I don't need to do anything.

    The other method is to set the scale rate of the layer to zero (which solves the scaling problem), but messes up its position. In this case I can do as you said: keep track of the gizmo's X and Y and position it. The problem is that the 2 layers (one scaled the other not) seem to have different coordinates after scaling. I'm guessing I have to use CanvasToLayer or LayerToCanvas but I can't really grasp what's happening

  • Just a thought:

    Invisible walls on the 2 sides of the lake (not solids). Check if monsters collide with the walls and move them to opposite direction.

  • I have a background on a layer and a sprite on another.

    I'm zooming in and out on the background layer with the mouse wheel, but I'd like to prevent the sprite from scaling.

    I could set the scale rate of the layer the sprite is in into zero, but that does not maintain its position in relation to the zoomed layer.

    To put it easier, imagine a transformation/rotation gizmo in a 3D application. You can zoom and pan the view, but the gizmo always maintains its position and size.

  • Me thinks... a screenshot of some part of the editor would keep all of us happy

  • Sorry for bumping this but just to clear things out: Isn't there a way to load an image at runtime, without first importing it into the project file? C-7 's example works fine, but I'm talking dynamically load an image, assuming the path and filename is retrieved through some event at runtime.

  • Maybe you can divide the game space by creating a virtual grid.

    Let's say that the space the balls can bounce is 400X400 pixels and let's assume we want a 4x4 grid. That means a cell size of 100X100 pixels.

    Create an invisible sprite with those dimensions and place it in the top-left cell in the beginning of the game.

    When its time to spawn a new ball check if the dummy sprite is overlapping any object.

    If yes, move it to the next cell and re-check. If not, spawn your ball in the empty cell.

    I don't know how efficient that might be (or if it is working at all ) and sorry if it sounds like a stupid solution, but I'm a beginner myself

  • I believe the latest stable version is what most people are using, so chances of someone taking the time to check for a solution will be greater. If you can, just a wait a bit longer because someone might be working at it.

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immortalx

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