oosyrag's Recent Forum Activity

  • Use an instance variable(s) to keep track of the pinned object, and check it on start of layout.

  • You can also use the PickedCount expression if you want more control over what happens when there are x objects overlapping.

  • After selecting the object, some options include shift+arrow keys to move them faster, or just type in the coordinates in the properties.

  • I misread, I meant it in terms of you shouldn't need a loop to check overlaps, but you need it to generate your objects so I edited it out.

  • To check instances of the same object overlapping, put it in a family and check "is family overlapping object".

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  • I'd say yes. Even Mode7... I vaguely recall R0J0 having a working example somewhere.

    But I mean, even the oldest published games on those systems were not exactly "indie" efforts... so just because it CAN probably remake any game from the 8 bit era it doesn't mean it would be easy to.

  • Sorry I don't know the answer to the question, but maybe I can phrase it more clearly.

    In the event of a delayed IAP approval or denial for a consumable product that the store does not keep track of, what happens if the game is closed before triggering on purchase success/failed?

    I assume the purchase would simply be lost. Although I was under the impression that credit card processing happens entirely in the store overlay, with success or failure determined before even returning to your game. I imagine play store would have it's own timeout protections, but I don't have any experience with that.

    But that's what those tests are for, so you can try it and see what happens to decide how you want to handle it.

  • Hmm I'm not sure about the memory loading.

    I do know all sprite objects used to be required to be on a layout previously, and that was no longer the case with c3 at some point.

    Putting the sprites on an unused layout was a way to get around it, without deleting everything at start of layout. They didn't need to be global.

    Someone more familiar with this than I can probably give a more definitive answer.

  • Put them on an unused layout, set your default parameters there. Same effect as destroying them on start of layout.

    As far as performance goes, I believe all sprites used in a given layout are loaded into memory before the layout starts, regardless if there is actually an instance of it there to begin with.

  • > If the object's origin is in the top right, set it's position to x=ViewportRight("0"), y=ViewportTop("0")

    That's the theory. But in my case the ViewportRight(0) is 1080 in a viewport of 1000 width. This can not be...

    Also th layer has parallax x = 0% and y = 0%. So, what I'm doing wrong?

    ~edit:

    Sorry, that's my fault. Now I'm using ViewportRight(0), not ViewportRight("Layer") and it seems it works. I will make a few more tests. ;)

    It is correct, because your viewport can change at runtime because of your fullscreen mode. Due to different aspect ratios, the viewable area on each device can be different.

  • ViewportBottom(layer)

    ViewportLeft(layer)

    ViewportRight(layer)

    ViewportTop(layer)

    Return the viewport boundaries in layout co-ordinates of a given layer. Not all layers have the same viewport if they are parallaxed, scaled or rotated separately.

    If the object's origin is in the top right, set it's position to x=ViewportRight("0"), y=ViewportTop("0")

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oosyrag

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