dop2000's Forum Posts

  • You are adding children to Button family. It should be "ButtonNormal add child ButtonPressed".

    Even if Button and ButtonNormal is the same object, Construct treats the family as a different object in events, allowing to pick family instances independently from object instances.

    Also, the second event should probably look like this:

    Cursor is over ButtonNormal 
    Cursor Left button is down
    .. ButtonNormal pick child ButtonPressed : ButtonPressed set visible
    Else 
    .. ButtonNormal pick child ButtonPressed : ButtonPressed set invisible
    

    And by the way, while hierarchies is an awesome feature in Construct, in this particular case it would be better to use a container instead. Then both objects in a container will exist as a pair, creating one will automatically create another, picking one will pick another and so on.

  • This is odd, I'm getting the same v=237 on my laptop and desktop pc. And then "Maximum call stack size exceeded" error in console.

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  • Weird, I just tested with 2000 sprite instances, and I'm getting the same number of collision checks and the same fps with "Is overlapping" being the first, second or only condition in the event.

  • I did a test to see how many times I can call a function recursively in C3:

    And the answer is 237.

    Is this a hard limit? Or can it be higher/lower on other devices, depending on the amount of RAM etc.?

    Tagged:

  • If you know the IIDs of two instances, you can do this without the family:

    Slot(iid1).AnimationFrame=1 | Slot(iid2).AnimationFrame=2

  • You mean compare animation frames of TWO instances of the same sprite?

    The easiest solution is to use a family. Add slot to a family, and use two conditions:

    Slot animation frame=1
    SlotFamily animation frame=2
    
  • It's not possible. And Construct game won't run properly at framerates lower than 30.

    Perhaps I misunderstood your problem, but if you want your animations to run at 8 frames per second, you need to set animation speed to 8. They will run at this speed at any framerate.

  • Have you tried changing layout scale? What exactly doesn't work and what did you try?

  • Oh, I forgot about the alpha clamp! We can try it for some texts.

  • Mac and iOS stuff only seem to support it. I tested on Chrome for windows and it does nothing. Oh well, so close.

    Ah, it's a shame.. Thanks for trying!

  • Sprite is scaled, which may not look good. Tile background is not scaled. You can use it to create non-rectangular progress bar, for example with rounded edges. Or with a texture - like in that demo I posted above.

  • Change origin image point position.

    I suggest using TiledBackground object instead of the sprite.

    Here is a demo

    howtoconstructdemos.com/simple-healthbar

  • You could try this css.

    How do I use css for Text object?

  • I have another problem; in my example, the 8-direction behavior is disabled, but when I click with my mouse to move the character with the pathfinding behavior, then the 8-direction behavior reactivates, which is not normal.

    It reactivates because you're enabling it in "On Pathfinding Arrived" event.

    It pisses me off, why don't they ever reply?

    You have mistakes in your code, it's not their fault or their obligation to help you fix them.

  • Try exporting a blank project. If you get the same error, there's probably something wrong with the server.