helena's Recent Forum Activity

  • Thank you!

    I have added that "quitter" when I got fed up with trying to shut down browsers from task manager for 50th time like.

    Your example looks neat and looks like it works properly. I will try to use that toward my needs.

    Thank you so much again, as always.

    (and I am very much considering going over to a properly tilemap for this... I couldn't use it for game engine iself, but for level editor it will work. Lots of rewriting ahead, but it might be for the better!)

  • Hello.

    I added a flood fill function to my level editor.

    I found it here on the forums.

    construct.net/en/forum/construct-2/how-do-i-18/best-flood-fill-tilemap-141678

    I tried to adapt it to my editor. (it functions a little different)

    I managed to go a bit, ironing out a lot of bugs/glitches/getting stuck.

    But I am having a bit of glitches.

    If you draw small boundaries or figures and try to flood fill them (try several times!) it will sometimes be stubborn and NOT floodfill it, until you found a sweet spot and it manages to fill.

    Sometimes it will flood fill but in WRONG boundary area!

    I have to be honest, I don't play well with that kind of array manipulation. I prefer fixed array, setting values, ha ha!

    But it might be a problem elsewhere. I am confused why the original code only needed X coordinate and not Y (for the inital push)

    Capx file is here:

    funnybunny.se/files/bugwithff.capx

    And just to take a glance of the editor in action here's the uploaded version.

    funnybunny.se/files/project

    Again, I have tried to clean the code as much as I could. Let me know if I forgot third party plugin.

    Thank you and I hope you can help me.

    Also if you feel helpful, maybe also give advice to work in that i won't touch the boundary tiles (1tile border)

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  • I managed to make it move incrementally by doing

    DragDrop is enabled: set position round(object.x/cellsize)*cellsize and same for y.

    And add clamp to constraint to one area.

  • Is it possible to use the Drag Drop behavior and have the object move incrementally,

    so it will fit to a grid precisely and not stop "halfways" over a grid cell.

    Preferably the moving itself should also be limited.

    Or is this only solveable through mousedown and coords and extensive events?

  • OH FIGURES! Thanks.

    I removed the anchor, seems I don't need it in that case.

  • EDIT:

    Ignore below.

    I was just trying to rename into something that is not accepted: numbers.

    Apparenly it isn't accepted.

    So ignore this below. It is not a bug, just unwanted and has been so

    ----

    I know C2 is abandoned by now.

    But I installed Version 280 just days ago when I realized I was still on 279 and I downloaded a capx that demanded 280.

    Since then I haven't been able to rename animation names.

    I was confused, tried to reinstall construct 2, reboot etc.

    Then I thought "hey I just installed 280 days ago could it be it?"

    So I rolled back to 279 and now it works again.

    Anyone else having this peculiar thing with 280?

    I presume the difference between 279 and 280 is minimal. I can't find any updatelog.

    Again, I am fully aware C2 is abandoned now.

    I have my reasons not to go C3. (it is 2 reasons)

    EDIT1:

    OH no. Now I can't open my project due to saved in 280... DAMN. (maybe I can hack)

    EDIT2:

    Opened up caproj in hex editor and renamed the version name. It opens up.

    HOWEVER, It looks like the file has been "corrupted" and still retains the bug with renaming even in 279.. Maybe it is some readonly flag somewhere.

    I tried re-saving it in 279, didn't help.

    I tried to make a new project in 279 and saved, and it still is able to rename.

    so it is something in the file from 280 that is still retained.....

    Now I want to cry...

  • Is the update working for you?

    It isn't working for me.

    I tried to put the new condition under the old one, and by itself, but neither "stay pinned".

    EDIT: replaced wrong image

  • I am frustrated with how this happens. I have removed everything else, and dumbed down the events so much, but it still happens.

    I don't know why it happens. I am likely missing something.

    But the capx can be found on funnybunny.se/files/pinnotfollowing.capx

    (I have made sure that it has no 3rd party plugins but I can't be 100% sure)

    However, here's a screenshot of the events, the entire thing that is left.

    To reproduce:

    click on the spritefont "CLICK HERE". You can see that one menu moves to another position. However, the purple Selection of one button (named Selected in the events) isn't following along despite that it is still pinned to the button (ToolbarButton in events).

    Container is Tiled Background.

    ToolBarButton (sprite) is pinned to Container.

    Selected (sprite) is pinned to ToolBarButton.

    I have verified in a new fresh capx with the nesting of pinning and it "should" work as a concept. So it is likely something I am missing.

    Thank you kindly.

  • I went back to my own capx and I managed to solve the constraints for the drag range by updating these two events.

    Whew!

    Now onto the hand tool!

  • I opened your capx now. And I see it is quite different. I use scroll-to behaviour on an invisible object and parallax so I can work with X and Y coordinates as is with the editing content,also not having to pin things.

    I will see if I can somehow convert your idea to work with mine.

    Meanwhile, here's an updated version of my capx. Hopefully I have removed all the 3rd party plugins.

    funnybunny.se/files/scrollupdated.capx

    *returning to look at your capx*

  • Oh I forgot about checking if there's addons remaining in.

    I will 1. Look through your example and see if I can use it and adapt it.

    And if i fail, I will sanitize my capx. I forgot that aspect.

    Thank you for your reply, R0j0!

  • Hello.

    I am currently making a level editor for my game.

    I have simplified the capx to only show the editor portion.

    You can find it here.

    funnybunny.se/files/scroll.capx

    I am currently fighting with the scrolling of content.

    I found a thread on scrollbars here (I found another one but it was more flawed)

    construct.net/en/forum/construct-2/beginners-questions-19/scrollbar-web-page-111884

    And I used the content there and adjusted to my needs and also included a horizontal.

    I really tried to figure out the values and adjusted to what's relevant for my project.

    I am however struggling with two things. Naturally it all has to do with the calculations...

    * Start the capx.

    * Scroll far to the max on horizontal and/or vertical bars.

    You can see the gray background at the bottom/right. I don't want to scroll onto the gray background. it should stop at the brown edge.

    Second problem:

    The original capx didn't really have anything to go for the max size of the content?

    to showcase:

    *Start the capx.

    *Click on "NEW" button

    * Enter map size width: 14, Height: 63. (the min and the max respectively) and click on OK.

    Now try to scroll down as far as you can. You see it will stop before the area is finished.

    I use LevelWidth and LevelHeight to set the size of the level area (the workable area) and the TOOLBAR is a "constant" of the Toolbar width.

    Somehow I need to work these into the scrolling events.

    But sadly I am not best at calculations.

    So if you can help me solve these two problems above, I would be thankful!

    I will also need to solve the "pan with hand" later on, but it will be a later problem. (Likewise with the dragging while painting/selecting marquee etc)

helena's avatar

helena

Member since 1 Jan, 2014

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