pandabear7413's Recent Forum Activity

  • I have 2 triggerBoxes, "left" and "right". When the player collides with the left one, I want to do something to the right one. But the on-collision picks the left one, so the right one's no longer available to pick, and the second condition never evaluates to True. So how do I pick the right one in this situation?

    As a stop-gap I've set a flag on collision with the left one, and if that flag is true I do what I need to do to the right one and reset the flag. But is there a cleaner way to do this?

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  • To use your screenshot: if I move the column separator you highlighted right 100 pixels in an event sheet, I want that separator to be moved to the same x-value in all the other event sheets. Right now, if I move a separator in an event sheet, it doesn't adjust that same separator in the other event sheets. Hope that makes sense...?

  • Is there a way to apply the same column sizes to multiple/all event sheets in my project?

  • Edit: After 6 months of using a 16x10 aspect ratio (1680x1050), I decided to move to 16x9 (1920x1080). With the former there were always bars on the right and left sides of the screen, and it seems like every Windows machine I've encountered uses a 16x9 display setting. My game is Windows-only, so ymmv...

    Original post:

    I'm building a desktop platformer that will support full-screen mode. My layouts will consist of a set of "floors". These are single platforms that run the length of the layout, with several platforms per layout (stacked on top of each other if that helps to visualize), and doors that transport the player to the other floors (platforms) on the layout. The player should only see the backgrounds/objects of the floor they are currently on.

    I'm trying to determine the best viewport size and grid size to support this. From my research:

    - 1680x1050 and 1920x1080 are both good vp sizes, but 1680 seems to be better supported

    - binary grid sizes (e.g., 32/32) seem to be preferred, but that doesn't align with the viewport heights. I.e., 1050/32 = 16.4

    - It seems pretty important to have my tileMap (platforms), tiledBackground (backgrounds), and viewportSize all align. That way I can 'stack' my floors in the layout and not worry about part of another floor showing in the viewport. I can also achieve this with some padding above/below the 'floors', but I feel like I should avoid this.

    Any best practices for what I'm looking to do, and what sizes I should be targeting?

    Thanks

  • In your case, I think you will find using zip files useful.

    Thanks for the clarification! For what it's worth, the .zip approach doesn't help in my situation, since I would need to zip up the separate animations into their own zip files before import. It's less work to just import the folders (that have just one animation each) and move the animations manually to the parent folder after import. It's not a huge pain, but I still think it would be helpful to have a flag in the setting .json where you can turn off creating a folder at that level and lower levels.

    And again, great work DiegoM with this import feature!

  • You can import all animations first, and then crop edges for all animations with a single click.

    Thanks dop2000 for making me look twice! For some reason I remember there not being an 'apply to all animations' option. Maybe I was thinking of an 'apply to all animations IN FOLDER' option, which would have been helpful with my old workflow. But this new import feature makes that a thing of the past.

  • I used this importing feature at length for the first time today, and it's cut my sprite import workflow by 80% at least! My game is very animation-heavy, so this equates to a huge time savings. Great job Diego and team for this!

    A couple thoughts:

    - What's the reason to have a folder created for each animation? This leads to a lot of folders with just one animation each. I can then manually move the animations individually to another folder, but would have to repeat that process whenever I re-imported the animations. It would be great if multiple animations could be created in a single folder. Perhaps this can be a flag in the settings .json?

    - One step I perform for every animation after import is 'crop transparent edges'. Can this be another flag in the settings .json?

    Happy to submit a feature request for these, but would like to understand if they're feasible before I go through that process.

    Thanks

  • I guess I'm not understanding how digital signatures all involved, and what I need to do there. Can you please help me understand how they're related to what I'm looking to do? I searched in the forums but the only posts I found re: digital signatures had to do with problems installing the C3 editor. Thanks, sorry for being such a noob.

  • Now the options like a digital signature would obviously add some tracking...

    Thanks for the feedback, makes me feel better. Just to make sure I'm understanding you, are digital signatures only relevant if the game is hosted?

  • Instead of hosting my game, I'm planning to export my game to desktop (Windows and Mac using the WebView options) and make it available for download. Out of an abundance of security, I want to eliminate any personal information in the files - my computer's IP, my name and address, gps locations, system info, etc. I don't have any of this information in my C3 code, but I know that some files (e.g., .jpg files from a digital camera) contain additional metadata that may include this personal info. I admit I don't know if/how Windows stores such info.

    Is there anything I should be doing to make sure the files I publish (the C3 export) don't include any personal information?

    Thanks

  • In my platformer, I'm building a grenade mechanic where the explosion blows enemies into the air. I gave the enemies Bullet behavior, and on collision with the tilemap platform (i.e., when the fall to the ground) I divide the bullet speed by 2 to keep them bouncing much. However, the bullet speed never gets down to zero, it seems to hover around 20 or so, so the enemies end up slowly gliding across the platform after they stop bouncing.

    Looks like this is just how Bullet works per https://drive.google.com/file/d/1nV4sF-U3gTBHhNZLvg83SfD1d7I-JSEb/view?usp=sharing. Is there a way to get the enemies to just stop moving after a while? I thought about disabling the bullet behavior when bullet speed gets below 100 or so, but that seems like a kludgy fix.

  • It dawned on me that I can just check to see if the range is already set to LayoutWidth, and if so ignore.

    I must be tired...

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pandabear7413

Member since 9 May, 2021

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