brushfe's Forum Posts

  • Ah ok, that explains it - I'm on a macbook. Thanks for the reply! Hope it works out!

  • Hey DiegoM, thanks again for implementing Grimmy's idea :) it's a huge help so far!

    At first glance, the image style of the globe kinda stands out from the C3 style, especially in dark themes.

    Maybe it could be adjusted to fit the rest someday? There are some icons that might work in one colour, like these for example:

    (those aren't my designs; I found them on noun project)

    Food for thought anyway. Thanks again!

  • The collision checks problem is a great point, I agree!

    This is likely bottom of the consideration list, having control over FPS would be a great design tool. Certain games/genres/styles feel more appropriate at 30 FPS (retro games for example).

  • There may be something weird with using a wait in a for each loop. Even though it has a trigger once condition, I think that loop will run the trigger each tick, and tell each Dino to wait each tick.

  • If they're placed in layout, you could try keeping track of the zombies/items NOT to spawn.

    For example, whenever a zombie is destroyed, add the zombie UID to an array. When the player enters a room, at the start of the layout, loop through the array and destroy any zombies with UID on that list. The same can be done with items.

    There's probably a more efficient way to do this (like creating one array per layout), but the general idea here is to keep track of just what's been destroyed.

  • How are you spawning the zombies and items? Depending on how you spawn them, there are different solutions.

  • Thanks for your help! I think that workaround should fix it.

    I guess I still don't understand why tilesets use the top-left corner of the grid, but otherwise, construct uses the center of the tile?

  • When I use SnapX/Y to align these two objects, the one with Tile Movement behaviour aligns to the top-left corner of the tile, while the object without Tile Movement aligns to the bottom-right corner.

    I'm trying to click on a tile, and set the sprite without Tile Movement behaviour to that tile's top-left corner.

    (And the origin points for both sprites are in the top-left corner).

    Hopefully I'm making a simple error! I've attached a sample project below. Thanks to anyone who can help!

    drive.google.com/file/d/1iEKJgXDJx_acmstiNzglxWC7WYHyMmSs/view

  • You have an event in your screenshot that sets the bullet to travel left whenever the player is mirrored.

    So whenever you turn your player, the bullet will turn.

    I think that code should only run when the bullet is created, as a sub-event of the user pressing Space. Right now now it's running every tick, which will change the bullets direction anytime the player is mirrored.

  • Oh I see, so any group name with a variable would be returned?

    Is it possible to have a little tickbox at the top to show/hide ambiguous results?

    In a large project like this, where the Find option is most useful, I'm sifting through all the false positives for the useful results.

  • DiegoM Cool! Thanks for the sneak preview!

  • When I right-click a group "Input Stage OLD" and select "Find all references", I get some strange results:

    It's returning some groups with the word "input" (but not all of them), and random groups about AI. The list is longer than the screenshot.

    I know that there's an "Ambiguous results" clause in the manual about find, but these seem way out there. Is there a way I can name things, to remove such random results from the list?

    (I thought this might be because of a variable plus the word Input, but the AI ones don't back that up.)

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  • To get back to the first discussion, as Grimmy was saying, is there any chance of an icon, colour, or shorter way of indicating global/overridden layers?

    The word "overridden" is longer than most of my layer names, and makes the layer list unnecessarily tough to read at a glance.

    The problem is particularly pronounced when working/traveling on a smaller laptop screen.

  • Any thoughts on this?

  • Hey, this is great reference (for any project)! Thanks so much!

    The bit about Metroid explains a new approach—the camera has a velocity, and it catches up to the player—and I'm eager to try it.

    I really appreciate your help!