LukeW's Forum Posts

  • Finally finished the journal/menu UI setup. Had a lot of help from ProUI.

  • I'm not sure if you have done this already but initializing pro ui after the "on save load" trigger might fix it.

    I didn't even think of that. I just set the page to tween back to it's original position before saving.

  • Found a conflict with scrollview if pinned then loading from a save state. Example gif below, but essentially when I load a previous state, the islands are in their original starting positions instead of where they were when the state was saved. Strangely enough, the map itself, which is also a game object, wasn't reset.

    Anyway, it's not really a problem for me per se as I don't plan on using whole save capture points to save, rather I'll be saving to json, (just using this as a stopgap for now). Thought I'd raise it anyway.

  • The art is really good and kind different from we've being seen out there. What the game is about?

    It's a puzzle game where the main mechanic has the player solving different pirate treasure maps and clues. Heavily inspired by Monkey Island for theme, as well as The Witness and The Outer Wilds.

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  • Going to need to implement that dialogue system soon

  • Cascade Games

    Did you created all of the assets? Looks gorgeous

    Yep, and thanks.

  • Honestly, it's not too bad. I'm running on a crappy laptop and it's fine. Might put a low performance option in the menu that disables environmental effects like this though just for really old hardware.

    Only developing for PC is nice.

  • Squeezing every last drop out of Mikal's Skendpow effect that I can:

    construct.net/en/make-games/addons/44/skendpow

  • shift+arrow keys to move them faster.

    This is what I needed! Thank you.

  • Used Aekiro's ProUI to make a world map and fast travel system. Love the plugin.

  • well yeah, I know that, but I'm not going to go creating a bunch of layers for instances of the same type.

  • Hey, so I'm finding it a bit challenging when I have a lot of objects overlapping in one area (top-down iso style) and want to select and move things around. Right now it feels like it could be a bit more streamlined. While tab+click works to select objects below other objects, as soon as you try to move it with the mouse, it automatically selects the top item in the z-order again. At the moment, the only way I know of moving these objects is by using the arrow keys which is a lot slower than dragging with the mouse.

    The other thing that's getting me is that clicking on a sprite's transparent space selects that object. I can understand why this is the case, but it can make selecting objects frustrating if clustered together (and I need to leave extra space around certain sprites due to a wind effect, which exacerbates this issue).

    Is there a key or something that can be held down when dragging a selected object that will prevent the selection resetting?

    Cheers

  • Headbang Games That's pretty nifty.

    Also, for anyone interested, I found this excellent tutorial that goes into this topic on depth and provides example files:

    construct.net/en/tutorials/constructing-adaptive-music-1461

  • Something that is very cool but not used that often are seamless audio transitions, where the base track continues playing across different scenes, but the accompanying instruments change according to the specific layout or event.

    The city of Woodtick in MI2 is a great example of this:

    youtube.com/watch

    So I wondered, would this ever be possible in an engine like C3? I'm not talking from a programming point of view, but more so the limitations of streaming music to the scene. Am I correct in thinking that music begins streaming after a layout is loaded, potentially making it impossible to predict when each track will begin (in turn making it impossible to sync different tracks)?

    Cheers

  • I found that putting the object inside the layout (outside the boundary for example) will prevent the black square from flashing.