pandabear7413's Forum Posts

  • In the attached project, I'm expecting the spikes to extend as such:

    - the left extends every 2 seconds

    - the middle extends every 4 seconds

    - the right extends every 8 seconds

    All 3 spikes extend at the same time on the first extension, but afterwards the spikes to the right begin to extend sooner than those to their left. This becomes pretty obvious after a few rounds of extensions.

    I believe this is caused by lag with the Timer behavior, and since the left spike uses timer more frequently the lag builds up quicker for that spike. Is this the case, and what can be done to eliminate the lag and have the spikes extend at the same times? FYI I want to use this timer logic or similar, something that will keep the spike objects separate and not have to know about / rely on each other.

    https://drive.google.com/file/d/1DpBYv6PBpifL0sUWjP_HyZDZn9OUHDJr/view?usp=sharing

  • On my old PC I had ~25 different editor tabs open in my project (event sheets, layouts, files, etc). Just got a new PC and I copied all my C3 project files over, but when I open the project only the main layout and its event sheet open up in tabs. Is there a way to restore the project tabs and formatting that I had on my old PC? Using Chrome fyi...

    Thanks

  • Finally getting around to this. After some experimenting, it looks like the FileURLAt(0) string is unique to the version/state of the file at load time, i.e., when you open the file with FileChooser. If the file is then changed, the original FileURLAt(0) string is no longer valid as it's pointing to a file that's no longer there in its original state. After the file was changed, if I try to open the original URL string in the browser, I get:

    Your file couldn’t be accessed: It may have been moved, edited, or deleted.

    ERR_UPLOAD_FILE_CHANGED

    Good idea tho and was worth trying, thanks for the suggestion.

  • When I select object->find all references, it lists which layouts the object is in (e.g., 2 instances on Layout1). But my layouts have lots of layers, many of which are locked, so I need to unlock the layers and search around to find the object. Is there a way to determine which layers of a layout an object is in?

  • Thanks DOP!

  • If I reduce layout scale (e.g., system->set layout scale to 0.75), the scale is reduced but the layout contents at the top of the layout canvas are no longer centered and are now in the upper left. Is there a way to reduce the layout scale yet keep contents centered in the viewport? Examples of before and after layout scale attached.

    Seems like this is a function of the viewport being anchored in the top-left corner of the canvas. I know I can pad my layout with extra space, but would rather not do that as I'm trying to apply this to many existing layouts.

  • I use a number of arrays in my game, each of which uses the array editor and is saved to a .json file. These arrays contain a lot of data and settings that I'd prefer the users not change. On export, even with advanced minification on, the array .json files are unchanged and very readable/editable. Is there a way to make these less editable/readable by the users?

  • Thanks for the feedback. I remember that Tabs thread and I believe I chimed in a time or two on it. C3 remembers how my event sheet columns are sized, so it seems like it should be possible to apply that same sizing to other event sheets. Maybe I'll put in a request...

  • Add a pick all event to reset the pick list.

    That's gold, thanks guys!

  • I have 2 triggerBoxes, "left" and "right". When the player collides with the left one, I want to do something to the right one. But the on-collision picks the left one, so the right one's no longer available to pick, and the second condition never evaluates to True. So how do I pick the right one in this situation?

    As a stop-gap I've set a flag on collision with the left one, and if that flag is true I do what I need to do to the right one and reset the flag. But is there a cleaner way to do this?

  • To use your screenshot: if I move the column separator you highlighted right 100 pixels in an event sheet, I want that separator to be moved to the same x-value in all the other event sheets. Right now, if I move a separator in an event sheet, it doesn't adjust that same separator in the other event sheets. Hope that makes sense...?

  • Is there a way to apply the same column sizes to multiple/all event sheets in my project?

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  • Edit: After 6 months of using a 16x10 aspect ratio (1680x1050), I decided to move to 16x9 (1920x1080). With the former there were always bars on the right and left sides of the screen, and it seems like every Windows machine I've encountered uses a 16x9 display setting. My game is Windows-only, so ymmv...

    Original post:

    I'm building a desktop platformer that will support full-screen mode. My layouts will consist of a set of "floors". These are single platforms that run the length of the layout, with several platforms per layout (stacked on top of each other if that helps to visualize), and doors that transport the player to the other floors (platforms) on the layout. The player should only see the backgrounds/objects of the floor they are currently on.

    I'm trying to determine the best viewport size and grid size to support this. From my research:

    - 1680x1050 and 1920x1080 are both good vp sizes, but 1680 seems to be better supported

    - binary grid sizes (e.g., 32/32) seem to be preferred, but that doesn't align with the viewport heights. I.e., 1050/32 = 16.4

    - It seems pretty important to have my tileMap (platforms), tiledBackground (backgrounds), and viewportSize all align. That way I can 'stack' my floors in the layout and not worry about part of another floor showing in the viewport. I can also achieve this with some padding above/below the 'floors', but I feel like I should avoid this.

    Any best practices for what I'm looking to do, and what sizes I should be targeting?

    Thanks

  • In your case, I think you will find using zip files useful.

    Thanks for the clarification! For what it's worth, the .zip approach doesn't help in my situation, since I would need to zip up the separate animations into their own zip files before import. It's less work to just import the folders (that have just one animation each) and move the animations manually to the parent folder after import. It's not a huge pain, but I still think it would be helpful to have a flag in the setting .json where you can turn off creating a folder at that level and lower levels.

    And again, great work DiegoM with this import feature!

  • You can import all animations first, and then crop edges for all animations with a single click.

    Thanks dop2000 for making me look twice! For some reason I remember there not being an 'apply to all animations' option. Maybe I was thinking of an 'apply to all animations IN FOLDER' option, which would have been helpful with my old workflow. But this new import feature makes that a thing of the past.