WackyToaster's Recent Forum Activity

  • Hmm I see the issue with that. But realistically I'd still want the z-order to be somewhat retained in the sense of something being above or below an object. If all the objects in the hierarchy are then, z-order wise, right next to each other that's ok but I think they should be in the right order, so that a sprite that is above another sprite in the template is also above the other sprite in the replica.

  • That actually was also on my list BUT specifically with just z-order. It is currently not supported and I think with z-order it should be at least easier to do than with layers. But right now changing the z-order on a template does nothing to the replicas, even when applying a "template -> replace whole" and it's quite inconvenient!

    DiegoM Should I post that to the bugtracker or is that considered a missing feature?

  • From your testproject all I noticed was mostly a bit of sub-pixel jittering, nothing like in the video you posted. But when I unlock the framerate it gets really bad and looks kinda like in your video. I'm just on a 60hz screen right now so maybe you have a higher hz screen and that's why it's worse?

    Anyway, this is not a problem of the physics behavior btw. The same thing happens also with the 8 direction behavior and even with custom event logic (including the camera scroll with events) I could maybe guess it has something to do with the mouse cursor? But this seems to be a deeper issue than just some quirk of the physics behavior.

    Perhaps the order in which the events go through has something to do with it, I tried reordering but to no avail. It's possibly a complex combination of setting positions. The player moves, the cursor moves, the helper moves somewhere between, then the screen scroll moves, which also kind of moves the cursor position(?) and something somewhere goes bonkers.

  • I've had this happen and it's usually if you do not replace ALL the files. You must absolutely replace all files. Safest bet is to delete everything on the server and re-upload.

  • Implementing visual effects now

    NotionGames

    These look great. Do you do all the art yourself?

  • You can use the pathfinding behavior for that. Like this

    editor.construct.net

  • This question pops up again and again :)

    You can find an in depth explanation & solutions here

    construct.net/en/blogs/ashleys-blog-2/surprising-difficulty-1528

  • The most simple, basic way is to call the "add key" action (maybe on start of layout)

    construct.net/en/make-games/manuals/construct-3/plugin-reference/dictionary

    You'd call it twice, once for "good" and once for "excellent", then the dictionary.Get() will work properly.

    If you wanna go more into depth, you'd load the data into the dictionary via AJAX. An example for that can be found here editor.construct.net

  • The conditions are still not separated in your screenshot. They need to be each in an individual block. Pressing B will create an empty subevent of the current highlighted event. Very useful shortcut :)

    I don't think there is a way to hide comments actually.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Stackoverflow is always helpful

    stackoverflow.com/questions/938180/get-current-url-from-iframe

  • one current issue I am having is the tile overlapping and erasing other tiles. Is there a way to overlap tilesets without them erasing?

    Not directly within a single tilemap. In order to overlap tilemaps, you'd simply add another tilemap on top.

  • 1. You want to turn the value checks into a subevent of the on clicked event

    2. You need to split those up. Right now the number would have to be both between 50-79 AND between 80-100 which is of course impossible.

WackyToaster's avatar

WackyToaster

Member since 18 Feb, 2014

Twitter
WackyToaster has 26 followers

Connect with WackyToaster

Blogs