Prominent's Recent Forum Activity

  • Somebody , yeah that is normal. Manipulating pixels on a canvas element is a slow process, so using a large brush will take more time, hence the lag. The editor is meant for pixel-art, which generally doesn't require large brush sizes. If your intent isn't to make pixel-art, then there are a lot more appropriate applications than this to use.

  • R0J0hound , btw.. is there anything specific stopping you from tilemap support? or are you just unsure how you want to implement it yet?

  • yay! looks like some nice additions

  • Slow in what way?

  • hm.. yea.. I think loading from url wouldn't work either because it would probably end up changing all the instances as well if they all share the same image. There'd have to be some built in support for multiple frames I guess.

    I'll have to experiment and see if I can work with using multiple separate 9-patches somehow. Will require more tedious management unfortunately. :\</p>

  • I have the 9-patch in a container.. so there will be multiple instances of it. I don't think putting them in a family will solve the issue.

  • 9-patch only has one frame, unlike sprites which allow multiple frames..

    How would I change the image of a 9-patch so that I can switch between them at runtime?

    if it can't be done with built-in methods, are there any plugins that solve this?

  • Using containers the way I have is necessary.

    I had found a workaround to this. Placing sprite3 into its own family, and then picking that family based upon the uid from the collision works. It then gets pinned to the correct object.

  • Updated the behavior!

    realized that it needed another expression that returns the index for the animation name you pass to it.

  • Animation List

    expressions:

    • animationCount - return the number of animations the object has.
    • animationName(int) - return the animation name at the given index.
    • animationIndex(string) - return the index of the animation with the name.

    I was a bit surprised that this sort of thing wasn't already implemented into the sprite plugin, but since it is pretty simple I created my own behavior to do it. I felt like sharing it in-case anyone needs this feature.

  • Okay, I went and implemented a save feature. The latest version now saves after certain points in the game. It will pop up a message saying the game was saved when this happens. You'll be able to continue it from the start screen.

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  • Okay, I've uploaded a new version with changes based upon the feedback.

    Adjusted sound of portal,

    text can be sped up when pressing key down,

    fixed the picking up skulls while speech shows,

    added extra clue with what to do with bubbles, and also sped them up slightly.

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Prominent

Member since 28 Apr, 2012

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