ElleTrudgett's Recent Forum Activity

  • Metroidvania game, still very early in development

  • Subscribe to Construct videos now

    Happy to have been able to implement this so easily with scripting + the offsety BBCode.

    Here is the implementation.

  • I select all the tiles in the tilemap window (the place where you pick tiles to draw) so there's a big selection of tiles, like 10x10 or more. Selecting the eraser in the tilemap window turns that selection into really big eraser, so you can quickly erase huge areas of the tilemap object at once, and clear it out quickly.

    I didn't know you could do this. That's useful for sure :) but I also just have an 'empty' tile in my tilemap that I use with the rectangle tool to erase the whole thing in one go.

  • Thanks for the reply. I have no problem with the spritesheet.

    I don't want different tilemaps, though, I want different instances of the same tilemap. Especially since I'm updating this tilemap pretty frequently, I don't want to have to reimport it into tilemap clones each time.

    Here's what I mean. I have my tilemap already made:

    When I drag it into a new level

    It comes with tiles already on it from a different level that I have to erase.

  • When dragging a Tilemap object from the project window into a new layout, it will often contain tiles from some other usage of it, and I will have to go and manually erase it. Is there a quick way to quickly erase this instance's tiles, or a way to create a new clean instance?

    Right now I've just been using the rectangle tool with a blank tile to erase over what's there. I do this quite a bit and sometimes miss or forget to, especially since my layouts are quite large.

  • For a workaround "Select a patch from the tilemap" helps to be able to essentially "copy and paste" my way up to the area I want to cover, but it still behaves the same way with the rectangle tool

  • For example, I have a background texture that is 2x2 tiles. I'd like to use the rectangle tool to place the tiles like so:

    But instead when I select the 2x2 box of tiles and use the rectangle tool to place them, I get this:

    I'd prefer not to have to use multiple tileset objects with different tile sizes, and also sometimes the rectangles I want to repeat are not square (e.g. 2x3 tiles.) I would have to create a new tileset object for every size of tileable group I wanted to use, which seems unwieldy.

    2x3 example:

    Tagged:

  • No

  • Probably just multiply by 0.7.

  • So you expect this behavior to trigger when you hold down S and then press Space. Maybe there is something weird with the animation or the moving event. You could try adding an action after "OR S is down" just to see if it's activating (or use a breakpoint and the debug feature.)

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • For now I'm using a workaround which it to use "Get all key names" (since I'm only using LocalStorage for these keys) and comparing the keys returned and processing them that way, like so:

  • Here's what I'm trying to do. I'm making a slot selection screen for my game and displaying 3 files. I'm using LocalStorage to check for metadata about each slot, using item names e.g. "Save1", "Save2", "Save3". I want to trigger actions when the item is missing (which is a LocalStorage trigger) for any of these items. The LocalStorage "On item missing" takes the name of the key, for which I want to use something like "Save" & LoopIndex, however LoopIndex isn't defined at that time, so it never fires.

    How can I generalize the event here, i.e. without hardcoding events to check for each slot - what if I wanted 100 slots?

ElleTrudgett's avatar

ElleTrudgett

Member since 14 Sep, 2020

Twitter
ElleTrudgett has 4 followers

Trophy Case

  • 4-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

6/44
How to earn trophies