ZeldaVerde's Recent Forum Activity

  • yeah that's not the problem, the problem is making all of them independently show their sprites correctly

  • So, I'm making a 2.5d game and I have all sprites that should have billboards (3d objects with their bottom face being the image of the sprite) in a family, and I was wondering if there was a way, thru events, to set up a system where I only have one billboard object that is automatically created for all objects in the family and set to their sprite animation, but can't seem to find a way to myself. It seems like all instances of a 3d object need to have the same sprite linked to the image of their faces. Could anyone help, please?

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  • Nah, they're the same. Parent and child are the same object, just different instances. My workaround was to make them different objects, it doesn't happen that way.

  • I'm not sure if I'm being dumb or something, but I think hierarchies may be bugged, cause I set an object as a child of other, so they can destroy together, and it works but, If I use save and then load, when the parent gets destroyed it will either destroy more instances of the child that are not it's child, or even not destroy it's child and only destroy other random ones. Any idea/is anyone else having this problem?

  • I solved it by using the timer property so everything that uses time pauses when the object's timescale is 0.

  • system timescale pauses waits, fors, and etc tho

  • Events are not paused when you set timescale to 0.

    The easiest solution is to add this condition to all such events:

    System Compare Two Values: timescale>0

    Isn't debug mode's pause just setting timescale to 0? I'm pretty sure it pauses wait actions, for loops, etc.

  • Yeah but, as I said, this would only stop the events and later start them over. I want to pause and resume them for if I'm running a loop, for example, I want it to continue from where it was.

  • For my game I've created a family for objects I want to set the timescale to 0 whenever the game is paused and such, because setting the project's time scale would also affect the pause menu. However, by doing this, events are also not paused, and some enemies' attacks are therefore not paused and the player can get damaged (making the player immune is not a solution because the enemies continuing to attack also means other problems that are not relevant to explain here). So, can I pause a specific set of events? Not stop and then restart them, but pause and then resume them.

  • After r331, some objects in my project that were set to initially visible are now not visible, and some that were set to not initially visible are now visible. I have no idea what to do. It shows correctly on the editor, and I can toggle initially visible on and off as much as I want in the editor, but when I playtest it will still be bugged. I have no idea how to reproduce this so I can't file a bug report, so I figured I'd make a post here and hope for help. Please?

    Edit: It was all about that new option for hierarchies to make children visible or invisible according to the parent.

  • Thank you! Would be a very nice feature tho. It could check for properties of the object as they were initially on the layout or for what they'll be if recreated and recreate them or not based on this. Thanks again!

  • Problem here is not the properties, my man. I can just use templates for those and have them ready at layout view. The discussion is about finding a way to not respawn the boss after it is killed but keep al other enemies respawning. I have a family for objects that should act like that, but as a boss can be the same object as a normal enemy, just different instances, as before mentioned, I can't simply remove it from the family.

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ZeldaVerde

Member since 11 Nov, 2018

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