helena's Forum Posts

  • Is it possible to use the Drag Drop behavior and have the object move incrementally,

    so it will fit to a grid precisely and not stop "halfways" over a grid cell.

    Preferably the moving itself should also be limited.

    Or is this only solveable through mousedown and coords and extensive events?

  • OH FIGURES! Thanks.

    I removed the anchor, seems I don't need it in that case.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • EDIT:

    Ignore below.

    I was just trying to rename into something that is not accepted: numbers.

    Apparenly it isn't accepted.

    So ignore this below. It is not a bug, just unwanted and has been so

    ----

    I know C2 is abandoned by now.

    But I installed Version 280 just days ago when I realized I was still on 279 and I downloaded a capx that demanded 280.

    Since then I haven't been able to rename animation names.

    I was confused, tried to reinstall construct 2, reboot etc.

    Then I thought "hey I just installed 280 days ago could it be it?"

    So I rolled back to 279 and now it works again.

    Anyone else having this peculiar thing with 280?

    I presume the difference between 279 and 280 is minimal. I can't find any updatelog.

    Again, I am fully aware C2 is abandoned now.

    I have my reasons not to go C3. (it is 2 reasons)

    EDIT1:

    OH no. Now I can't open my project due to saved in 280... DAMN. (maybe I can hack)

    EDIT2:

    Opened up caproj in hex editor and renamed the version name. It opens up.

    HOWEVER, It looks like the file has been "corrupted" and still retains the bug with renaming even in 279.. Maybe it is some readonly flag somewhere.

    I tried re-saving it in 279, didn't help.

    I tried to make a new project in 279 and saved, and it still is able to rename.

    so it is something in the file from 280 that is still retained.....

    Now I want to cry...

  • Is the update working for you?

    It isn't working for me.

    I tried to put the new condition under the old one, and by itself, but neither "stay pinned".

    EDIT: replaced wrong image

  • I am frustrated with how this happens. I have removed everything else, and dumbed down the events so much, but it still happens.

    I don't know why it happens. I am likely missing something.

    But the capx can be found on funnybunny.se/files/pinnotfollowing.capx

    (I have made sure that it has no 3rd party plugins but I can't be 100% sure)

    However, here's a screenshot of the events, the entire thing that is left.

    To reproduce:

    click on the spritefont "CLICK HERE". You can see that one menu moves to another position. However, the purple Selection of one button (named Selected in the events) isn't following along despite that it is still pinned to the button (ToolbarButton in events).

    Container is Tiled Background.

    ToolBarButton (sprite) is pinned to Container.

    Selected (sprite) is pinned to ToolBarButton.

    I have verified in a new fresh capx with the nesting of pinning and it "should" work as a concept. So it is likely something I am missing.

    Thank you kindly.

  • I went back to my own capx and I managed to solve the constraints for the drag range by updating these two events.

    Whew!

    Now onto the hand tool!

  • I opened your capx now. And I see it is quite different. I use scroll-to behaviour on an invisible object and parallax so I can work with X and Y coordinates as is with the editing content,also not having to pin things.

    I will see if I can somehow convert your idea to work with mine.

    Meanwhile, here's an updated version of my capx. Hopefully I have removed all the 3rd party plugins.

    funnybunny.se/files/scrollupdated.capx

    *returning to look at your capx*

  • Oh I forgot about checking if there's addons remaining in.

    I will 1. Look through your example and see if I can use it and adapt it.

    And if i fail, I will sanitize my capx. I forgot that aspect.

    Thank you for your reply, R0j0!

  • Hello.

    I am currently making a level editor for my game.

    I have simplified the capx to only show the editor portion.

    You can find it here.

    funnybunny.se/files/scroll.capx

    I am currently fighting with the scrolling of content.

    I found a thread on scrollbars here (I found another one but it was more flawed)

    construct.net/en/forum/construct-2/beginners-questions-19/scrollbar-web-page-111884

    And I used the content there and adjusted to my needs and also included a horizontal.

    I really tried to figure out the values and adjusted to what's relevant for my project.

    I am however struggling with two things. Naturally it all has to do with the calculations...

    * Start the capx.

    * Scroll far to the max on horizontal and/or vertical bars.

    You can see the gray background at the bottom/right. I don't want to scroll onto the gray background. it should stop at the brown edge.

    Second problem:

    The original capx didn't really have anything to go for the max size of the content?

    to showcase:

    *Start the capx.

    *Click on "NEW" button

    * Enter map size width: 14, Height: 63. (the min and the max respectively) and click on OK.

    Now try to scroll down as far as you can. You see it will stop before the area is finished.

    I use LevelWidth and LevelHeight to set the size of the level area (the workable area) and the TOOLBAR is a "constant" of the Toolbar width.

    Somehow I need to work these into the scrolling events.

    But sadly I am not best at calculations.

    So if you can help me solve these two problems above, I would be thankful!

    I will also need to solve the "pan with hand" later on, but it will be a later problem. (Likewise with the dragging while painting/selecting marquee etc)

  • Yeah, I am aware of it.. (that text object is not ideal)

  • Ok!

    I moved the "ceil(random(BurnRate)) = 1" out from the Functions to be performed before the MapArray checks and the Function calls. Better to verify if it "time to burn this thing" before actually executing the events for those.

    I think it might be better that way. Not much difference, but maybe teeny tiny tiny bit.

  • Yes, it is under the 0.2 seconds.

    I know it is very hard to grasp.. Well, thank you for your attempt. it is probably easier to figure if you have the capx and game logics ready. Even then it is hard to get into!

  • Ok I see!

    Here's the entire nested events for those specific events.

    portions are deleted that is not part of those specific events.

    As you can see much of the nesting is because of groups (for my own clarity's sake).

    (and if curious, here's event 189 expanded:)

  • Hello again.

    I am trying to optizime my events in many passes.

    I try to add repeated events into functions and so on.

    I have this block, there's a number of similar event blocks like these in my events:

    Where it examines in more than 1 direction to see if it get a hit.

    It may be 2 directions, it may be 4 directions as in the example, and I have a few with 9 directions.

    So X-1, X+1, Y-1, Y+1 etc.

    Are there any way to combine those into one single event line and pass over the coordinates properly?

    (I know, thinking is not my best side sometimes)

  • Good to know!

    Yeah lots of sprites are repeated.

    I think it must be on the events side that it is taking CPU.

    I have done many waves of optimizations, but I will try again. It is hard when it is a puzzle where every tile act in one particular way depending on what the neighboring tiles do, every 0.2 second.