BaconSwagg's Recent Forum Activity

  • If you are wanting to use a tile set for your game, then a tilemap would probably be easiest. The tiles automatically snap to set x and y positions based on the desired tile size. If you are just wanting to snap anything to a grid, then you can use a simple formula to round it.

    round(n/32)*32

    In this example n is the number you want to snap, and the grid size is 32x32, but you can obviously change that to whatever size you want it to be. :)

  • I'm not that great with art either but I'm down to help with the code!

  • You could overlay an invisible sprite on top of each of the controls. This way you will only start controlling your character when the player touches inside of the area of the sprite. :)

  • Set the face object to a sprite. Make that sprite have 2 frames (not mirrored, and mirrored). Set the animation speed to 0. Then all you have to do is whenever you want to mirror the 3d face, just switch the sprite to the second frame. :)

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  • Welcome back! Firstly, yes it is possible to have different objects at different points in the x, y, and z planes. Second, the support for more complex 3d objects/models is not built in to construct 3, however it is possible with the use of plugins. :)

  • So, after some testing it has become apparent that the size of the tilemap image does NOT resize if an image larger than the initial size is loaded into it.

    Below I have the input Drawing Canvas image alongside the resulting tilemap tiles when the Drawing Canvas image is loaded in. I tested it with multiple sizes of the tilemap image, from 320x320 to 32x32.

  • I'm pretty sure that it would resize it but I'm not sure. For example, say that the original tilemap image was 100x100, and in game I load in an image that is 200x200, does it get resized to 200x200, or does it stay 100x100 and whatever doesn't fit gets cut off?

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  • Basically as the title says im trying to resize the image by 32x. The resulting image is to be loaded into a tilemap. Essentially each pixel on the drawing canvas should be mapped to a 32x32 tile in the tilemap. Currently i have one drawing canvas that has its resolution set to 10x10, and is scaled to 320x320 in the layout, so that each pixel ends up being 32x32 in game. I then paste that drawing canvas onto a second drawing canvas with its resolution set to 320x320. My idea was to use this method to upscale the image and then save and load the second drawing canvas image into the tilemap. Is there a way to do this? Or maybe just a better/more efficient way? Ive seen others use the DrawingCanvas.PixelScale to fix scaling issues but I cant seem to figure out how to use it for this.

  • See the "Follow Path" example project in the Example Browser.

  • Save the players input in an array and then loop through the array and move the other character according to the array after some delay.

  • I think you will still have to create the new layers manually, but you can make one global and then all the other layers with the same name will have the same properties.

  • Right-Click -> Mesh -> Edit Mesh

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BaconSwagg

Member since 16 Jun, 2018

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