Danwood's Recent Forum Activity

  • Kickstarter update: we're close to 900$!

  • DinoSystem Kickstarter campaign is finally live!

  • This game should also be on scirra homepage.

    Speechless.... "and inspired"

    Thanks!

    Btw, we're starting to get some press coverage

  • noooooooooooo

  • When i increase or reduce a tiled background, it indeed expands it (increasing the number of tiles used) or reduces them. But is there an option to reduce the size of the tile itself W/O reducing the actual resolution?

  • We're developing a rather large scale game (check my signature for info) with a huge map where thousand instances interact (plants, animals, objects). C2 allows that, you can be sure of this, it heavily depends on your skills.

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  • Alright, i swear i've never seen "add parameter" and i was going crazy! Solved, thanks!

  • I've used many function in my project, but i never ran into the necessity to allow a function to pick an object previously picked by the condition of the event that called the function.

    For example, i have:

    Object is visible

    Object overlaps Tree

    -----> Call "lol" Function

    Then, on"lol" Function, how can i tell the function to pick the previous Object sprite?

    Sorry if this question has been asked previously, i can't manage to find anything that i could understand, and my team mate (who is more seasoned with C2) is unavailable!

  • I'm wondering whther it is more performant this:

    Every 1 sec

    Sprite is on screen

    -----------------> Set Sprite effect "normal mapping" enabled

    Or this:

    Sprite is on screen

    Trigger Once

    -----------------> Set Sprite effect "normal mapping" enabled

    The second one does the intended effect,of course i dont need the game to set every second "normal mapping" enable, BUT, i'm unsure about the conditions: does the game checks every single DT if the sprite is on screen in second example? In that case, is it batter to let the game check once every 1 sec, so that it doesn't get cluttered with check every frame? (i got plenty of those events).

  • Not really sure why it doesn't have an unfocus. But a way to workaround it, which is not pretty, but works is to make a button offscreen, and in the "On slider changed" you add "Set focus button " and then "Unfocus button"

    It worked

    Since i'm too lazy to work on my own sliders/buttons, i'll stick with this workaround, and in future i'll replace them with something better.

  • Alright, so in my game you control your character (or the camera) with keys.

    But, in cheat mode or god mode (where you play the ecosim) you have some sliders controlling the weather.

    As i change a slider, and then continue, for example, running (W key) the input doesnt work and the slider becomes focused, as in this screen:

    I was looking for an action for the slider "stop focusing" or something, which the Buttons have, but nothing...

    Is there a way to prevent this?

  • We are going to launch a Kickstarter before the end of February!

Danwood's avatar

Danwood

Member since 2 Jan, 2014

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