winstreak's Forum Posts

  • Then I wont waste time on it! :)

  • The amount of every tick actions I am using is starting to pile up. I doubt I am anywhere near a noticeable amount yet, but down the road who know. So I was hoping to start fixing it now before it's a big problem.

    As of now I have a few layers, while one is visible the other layers are invisible.

    Would it be helpful if I put an every tick for each layer instead of one that is overarching.

    Example

    Every Tick

    Layer 1 is Visible -> (Do X Actions)

    Every Tick

    Layer 2 is Visible -> (Do Y Actions)

    Would this save the program from reading each X action if layer 1 is invisible? Would it help?

  • I just reloaded them both the same way I did my last one. Things are working fine now. Not sure if they were just uploaded wrong or I can't play .wav.

    Either way this fix works for me.

    Thanks for your time!

  • I added a new music piece. This one is a .webm

    I have no issues playing this one.

  • I have tried "On start of layout" Play

    This was done with no other Events that played or stopped sound and still nothing happens

    (Though yes, the way it is in the picture seems like it would overplay. I added a once per True to each)

  • Looking to add sound (music now, effects later) but hear nothing when I test.

    I have the Audio Object added to my project.

    I loaded 2 different .wav files to my project.

    These are stored under sound so they preload with my preload sounds checkbox checked. (I did move them to Music to test but it did not fix the problem)

    Under Project Bar I can right click and preview the sounds and they play.

    My code (shown below) should play 1 song at start since Layer 0 is visible and 4 starts out hidden. When entering a dungeon 4 gets hidden and it should play the 2nd song after stopping the first song. Essentially go back and fourth.

    Previewing my Project produces no sound. I am using Chrome and updated Construct 3.

    -Also tried on start of project play "song name"

    -Also tried to play from Firefox.

    /shrugs not sure what else to try

    As always any help is appreciated!

  • Ahh. Fair enough. I will find a work around to space them out other than wait 0.6 sec. But I def summon the right amount now. Thanks for the quick responses :)

  • Not something I've used before, but it seemed pretty straight forward.

    Code was working fine before, essentially just wanted to set it up to where it summons more than one set of 'Clone Left' and 'Clone Right's. But it does not seem to repeat.

    'cloneRounds2Summon' = 2

    Here is my snippet of code.

    Sure I'm doing something dumb but I can't figure it out. =c

  • Essentially as I pick up Items I move them to my bag. My code will sort them out and put them in separate bag slots as they arrive.

    Issue: 2 pieces of gear hit at the same tick. This will send them both to the same slot.

    What is the best route for adding a queue to my code to ensure it is one at a time?

  • Oh, I found Sprite > Pick nearest! I can set this to mouse.x/.y

    Thanks :)

  • They are side by side. Would this still work with Pick top/bottom?

  • I'm setting up an inventory where when I click on an item it moves it to equipped. Works well unless I have 2 of the same type (helmet) next to each other. Then there is a chance it tries to equip both with one click.

    I am looking for a way to only select 1 on click.

    Such as select sprite that where click is closest to origin?

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  • Well, just realized I can set movement to effect only loot(family) on screen.

    Probably the easiest way. But Still curious to hear if there is something better that I missed.

  • Quick fix -

    Make the image for the mountain go all the way to the bottom of the screen.

    Simply set the ground sprite on top of the mountain sprite in Z settings. (Right click the sprite - Z Order)

    When creating the Images make sure you are not using white for backgrounds, but instead transparent backgrounds.

    Should work :)

  • I like to create a sprite and give it special rules with the properties tab. Currently, I am working to make loot(family) spew out on kill, then they will go to my character.

    My goal is to keep the originals off screen to keep the size, behaviors, etc. set up and ready to go. My issue is once I make a event to send all loot(family) to my character the ones offstage will come zooming to my family.

    Is there a way I can make my initially created ones not follow my rules, without destroying them (since that erases my preset rules)?