elscarpo's Forum Posts

  • 10 posts
  • welp you were right. thanks so much for sticking with me on this. lol. I was totally discounting that it could be elevation since i had done this exact thing on a different layer without this issue... and it just didn't seem likely.

    anyway, When creating the objects i had to explicitly set the z elevation to 0. The top of the layer was 22, which is where it would set my UI element. But for some reason the z ORDER of the text was WELL above that. but also the z elevaTION for the text was at 1 for some reason... instead of 0 (they should all be 0). DOH! Thanks again!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • yeah i tried that. the highest the element gets is 22... for some reason all the text is much higher.

  • Lol I know. I've been throwing spaghetti at the wall trying to get it to do something different. Nothing is working. The text objects always end up at zorders higher than the elements that I explicitly push to the top.

    What's odd is that in the loop part, I add a white box behind the text... THAT ends up below the UI elements...

    So for some reason it's JUST the text objects that refuse to be lower than whatever I push to the top of the layer.

    I will probably have to cave and make a new layer... Which, in my case, is a very annoying amount of work. Oy vey!

    Post reply

    ❤Following(3)

  • I have a function that creates a bunch of text object.

    here is a part of it, to give an idea:

    I run a loop that executes that function a bunch of times creating a list.

    I then set some UI elements to the top of that layer so that the text will scroll underneath it.

    here's a screen of that part:

    However setting the UI elements to the top of the layer is not working. the text elements are always above in the z order.

    I'm specifically trying to avoid putting the UI elements on a layer above.

    thanks in advance

  • How about a quality of life feature that allows making multiple actions for a given object/element at one time without having to find it in the menu for each new action.

    Similarly a right click menu item: right click on an action and get an option to make a new action with that object/element.

  • Would LOVE a QoL feature that allows you to right click on something in the file browser OR an action/event and have a shortcut to create a new event/action/condition with the same object.

    1) i make an action with Sprite 1.

    2) right click on the action i just created and select "create another action with Sprite 1"

    3) go directly to choosing what that action is

    OR also maybe a way to create multiple actions at once for one object.

    you choose an object and have the ability to select multiple actions and set the expression/parameters for those actions. the actions would display individually as normal.

    Just would love to be able to not have to search for the same object many times in a row to do multiple things with it. (change an instance variable, move it, stop it, change an effect etc...)

    my two cents. thanks for listening.

  • You do not have permission to view this post

  • I have a sprite with one animation. I duplicated that animation, then went to rename it. When I typed in the new name for the DUPLICATE animation and then press ENTER, this is the crash I get.

    I was able to make this happen with other sprites too. This is new. I have renamed duplicated animations before.

    Error report information

    Type: unhandled rejection

    Reason: Error: Cannot read properties of undefined (reading 'iB') TypeError: Cannot read properties of undefined (reading 'iB') at wM.k9b.Alb (https://editor.construct.net/r305/projectResources.js:1913:347) at Array.tba (https://editor.construct.net/r305/projectResources.js:1909:147) at window.xab.dispatchEvent (https://editor.construct.net/r305/main.js:1090:42) at window.xab.Sr (https://editor.construct.net/r305/main.js:2349:85) at d.Ra (https://editor.construct.net/r305/projectResources.js:693:184) at d.gl (https://editor.construct.net/r305/projectResources.js:694:6) at editor.construct.net/r305/projectResources.js:244:318

    Stack: TypeError: Cannot read properties of undefined (reading 'iB') at wM.k9b.Alb (https://editor.construct.net/r305/projectResources.js:1913:347) at Array.tba (https://editor.construct.net/r305/projectResources.js:1909:147) at window.xab.dispatchEvent (https://editor.construct.net/r305/main.js:1090:42) at window.xab.Sr (https://editor.construct.net/r305/main.js:2349:85) at d.Ra (https://editor.construct.net/r305/projectResources.js:693:184) at d.gl (https://editor.construct.net/r305/projectResources.js:694:6) at editor.construct.net/r305/projectResources.js:244:318

    Construct version: r305

    URL: editor.construct.net/r305

    Date: Wed Aug 17 2022 22:10:25 GMT-0500 (Central Daylight Time)

    Uptime: 85.2 s

    Platform information

    Product: Construct 3 r305 (beta)

    Browser: Chrome 104.0.5112.81

    Browser engine: Chromium

    Context: webapp

    Operating system: Windows 10

    Device type: desktop

    Device pixel ratio: 1.25

    Logical CPU cores: 4

    Approx. device memory: 4 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/104.0.0.0 Safari/537.36

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (Intel)

    Renderer: ANGLE (Intel, Intel(R) HD Graphics 620 Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_draw_buffers_indexed, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • All of the sudden I am having an issue with The text in my text objects appearing at an offset to the textbox itself. If I match the z elevation to the Z index, the text will be in the right place. So it's as if the text object and the text itself is on a different z elevation.

    this seems like something that shouldnt be happening (also, i never had to do it until recently).

    Is there some aspect of text objects that I'm missing here? why am I having to correct the z elevation all the time for it to appear int eh right place. Did i accidentally click some setting that made this happen?

    thanks!'

  • I solved my own issue. it was not a layout cloning issue.

  • I cloned a layout in order to have a "template" layout from which I could make other mostly similar layouts.

    After doing this, it has caused some confusoion in my game... so when I go to the original layout, it seems to be trying to show my the original AND the cloned layout. cflickering between the two.

    how do i recover from this?

    and also is there a clean way to clone layouts?

  • 10 posts