Maukka's Forum Posts

  • Have you tried using loader layout? It should let you do some stuff while waiting for everything to load.

    Also do you have preload sounds project setting turned off? If not it might help.

    Another thing is I'm not sure if project files or things in localstorage add to the load time since they do have separate on load complete triggers after requesting them so you might be able to do something like use load image from URL to replace some existing images but I don't think that'd be very useful for animations(though if you have lots animations that would suit it you might be able to reduce the load time by using Spriter to create the animations)

  • Use an array?

    If I understand it right I think you'd want to have the stats of each party member without the player modifier in an array and then whenever using the stats you just use array.at(array.XForPartymember,array.YForStat)+playerstatmod or you could also save the modded stat in array and just overwrite it if the player modifier changes if you feel like it.

    You could have low aiming just sometimes say it missed or something but do you even really need it as a stat?

  • Say I made game1 and game2 what ways are there for game2 to somehow know if game1 has been run(maybe to just prompt for manual import) or even better access some data from it?

    Local storage manual says that it stores things by domain so it sounds like I should be able to use that as long as both games are hosted on the same domain but I assume they are saved like projectid(or something)/keyname with no way to normally change the projectid so I might need to do a plugin that allows changing it but as I have no idea how would I go about doing that I'd like to know if there's any other way or if it's even possible to do how would I start making a plugin like that?

  • The example is really nice but would it be possible to somehow make it so the objects are placed every X pixels along the spiral path?

  • I think you want to attach 2 invisible objects at the top and bottom of the circle and when they overlap with the line you do whatever you wanted on failure. Might need to make sure the invisible objects and the line have suitable collision boxes.

  • I guess you'd just have something like

    if Object.Y+viewingDistance<leftEdgeY+viewingDistance and Object.Y>leftEdgeY then create object at same X and for Y rightEdgeY+(Object.Y-leftEdgeY)

    Then change edges and +es to -es to do copy the other side and same thing but with X to get up and down edges.

    Probably would want the objects that get mirrored so in 1 family so you don't need to make it for each object separately.

    Or you could just do it manually.

  • Little more information about what do you want to do and what part of it is giving you trouble would be nice. How and what are you supposed to be controlling?

  • Is the issue just that it looks like you're just teleporting from the edge? Would just copying whatever you have on both sides just beyond the other sides edge be reasonable for your game? If you have lots of enemies or something that should be able to path through the loop it might be harder to do properly.

  • Or if the order is always the same you could just check them in reverse order so just move the last bit(Dialogue="B") above the Dialogue="A".

  • You don't necessarily need a spritefont, it's trickier since all it really has is text height and width but you could use a regular text object, all you need is a copy of the text that you can mess with for a few ticks without user seeing it here's a slightly messy way of doing it:

    https://drive.google.com/open?id=1bXwxT ... R42s8qi5Yn

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  • I get that telling the user that they can use however many parameters in an expression can be important but adding [, ...] to the expression text to show that means I can't just double click it and start writing the parameter I want which is starting to get super annoying when in Construct 2 that worked just fine.

    So how am I supposed to deal with it? Surely I can't be expected to just 1 by 1 remove all that crap while avoiding removing the ) at the end?

  • Only solution I've found is to just add a new column at the front, copy the values from the column I actually want and then sort before popping the front.

    I'd love to know if there's a better way.

  • For Construct 2 I designed most things with crop mode in mind but I can't find the option to set it in C3.

    If I kept using C3 would I have to choose between supporting lower resolutions or allowing players to make use of a higher resolution to hide less stuff behind submenus and such?

  • For each lets you use a family and not just objects so just use that.