fedca's Forum Posts

  • right I guess loading tmx is edit-time only

  • you are using this button, right?

    and/or following this: > Load TMX: import a .tmx tilemap as used by Tiled. All the tiles in the object are replaced with tile data from the TMX file. In Construct a Tilemap object represents a single layer of tiles, so if the TMX file has multiple layers you will be asked which layer to import. To import all layers, create a different tilemap object for each layer and import them separately. The tileset image can also be replaced by choosing a new image file. Note you can also drag-and-drop individual .tmx files, image files, and .zip files of both, in to the Tilemap Bar. This opens the load TMX dialog with all relevant fields already filled in, so you only need to press OK.

    I haven't tested it recently though and I also don't have a tmx file to test rn.

  • right it should be apply impulse instead of apply force as apply force automatically applies dt. It should be used when you continuously apply the force for a period of time. Apply impulse is intended for one off stuff like kicking a ball

  • Maybe you are using apply impulse every tick instead of apply force or using apply fore only once instead of apply impulse.

    Or you are multiplying by dt in apply force, which already calculates dt itself...

    There are many ways you can add framerate dependency with your implementation.

  • keep in mind that with very small collision cells (and large layouts) the overhead of the collision cells themselves increases, so only comparing collision checks isn't the whole story.

  • that is an interesting find dop!

    It seems like it matters which instance is first in the is overlapping check, so Sprite2 is frame 0, Sprite 2 is overlapping Sprite1 works too

  • On a timeline audio track you can define a tag and you should be able to then detect if audio is playing with that tag and mute it just like any audio.

    I have marked my none effect addons as deprecated now as I am not sure I'll port them. They are open source though and it should be straight forward for anyone to port them if your project relies on any of the addons.

  • Array, dictionary and JSON all can have different data and state.

    FlowchartControllers all have the same data but a different state.

    Unless I am missing something.

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  • I agree, I was supper confused when I realized it about a week ago.

    I initially assumed Flowcharts controller hold their own data and state, just like a the JSON, Array and Dictionary Plugins. But it seems like flowchart controllers all reference the same current flowchart, they only differ in the state of that current flowchart.

    This makes it way less flexible, can't really have one flowchartController for npc dialogue (maybe you would even want to have a flowchart controller in a container of each npc, each referencing their own dialogue tree) and one for the progression system etc.

    With the current implementation it means you have to swap the flowchart all the time making it really weird imo.

    Tough I'm sad as it seems like it might be too late to change it due to backwards compat.

  • Since r376 you can set animation frames by tag too, it is done by checking the type (set frame by number if number, set by tag if string). So this is intentional I think, but yea I have also seen a lot of people on the Construct Discord getting tripped up by this..

  • in the example the function is named "add" not "Addition", did you maybe rename it only in one place?

  • The built-in advancedRandom objects scripting interface allows getting different types of noise in js. Afaik it uses a wasm module which means it should be speedy.

  • Object.pickedCount <= 0?

    Events don't run if a picking condition returns 0 instances.

    So the else solution is also the one I use

  • I always just do everything in WAV and c3 automatically converts it to webM on import. So there is no need to ever use the webM file directly for me, still audacity can open webM fine.