part12studios's Forum Posts

  • Why is text treated differently than sprites? I've done some things before and text has always lacked an "upon created" option like sprites.

    So it's not treated exactly like other objects.

    I also can't include text with family objects which again makes it tricky to work with.

    I tried this but this didn't work.. this still effected all text fields on the screen:

    this is the closest i could get too something like what you mean that upon creation it's just read the UID and hopefully distinguish it.. but it's not taking.

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  • how would i know the UID of the instantiated object? i'm using a generic text object called "text"

    I'm trying to build a whole popup dialog system so i'm going to be making numerous conversation boxes appear and disappear. i'm not saying i'm doing it the best way but i was just going to create text field as needed and then update that text box to say whatever is needed at the time.. then destroy it when i'm done.

    maybe you're saying i should do something more like "pooling" where i have some specific boxes for dialog that i call on and dismiss somehow?

    Thanks for the feedback / help!

  • Hi there, so I've been trying a lot of different things and nothing seems to work. I've been experimenting with "add child" to see if this would help but it doesn't.

    I create text box that pops up on the screen and ideally i wanted a text field to spawn with it and update the text only in that text object. What happens instead is that upon the text field spawning and "text update" being used it updates all of them.

    I know I could make lots of unique text boxes and that would be ok, but i'd really like to do it more efficiently and not have potentially dozens of unique text fields to manage spawn / destroy.. just seemed like using a single text object would be more efficient.

  • ah i see now. yes that makes sense regarding the parallax possibilities. thanks for that!

  • that's interesting. i tried using that value but it wouldn't work. why does "layer" need to be passed through it? I'm just trying to understand how this would work. most things you invoke is an object that has a numeric value. if i did "layoutwidth" for example i can /2 to get the value. this seems different.

  • Hey everyone, so I'm doing something pretty basic. moving a person around a larger lay out than the size of the viewport. How do i center a spawned object on the viewport? the viewport parameter doesn't seem to let me use it

  • holy crap that's it! wow that's nice.. funny i got to test after doing just the horizontal lines so i just put a 1 in the Tile Y spacing and booya! thanks for that!

  • yea i did check the source and those are not packed. they all have the spaces still unfortunately. at least where i click "download" and get "roguelikeindoor_updated.zip" lines lines everywhere! :)

  • yea without any luck i just manually removed the pixel rows.. silly that this has to be done to make it usable but it's done :) just glad i wasn't missing some feature / option in Construct that made this magically go away.

  • OK I re-downloaded and searched for "packed" in my kenny pack from construct and it's not in there. is there another good place to find these? i don't need all of them. i'm really just looking for the rougelike 2d tiles.. indoors outdoors city..

  • ah ok that's cool, i've had this for ages. bought it through construct store. let me see if i can find that other one.

  • If I go with 16x16 I get this problem. yes the grid is tight for the first tile like in this picture. the first row looks great.. amazing.. but then look to the right.. you see the 16,16 becomes an issue because the tiles you can select are now of and thus stamp off.

  • Hi everyone, so overall tilemap stuff is going fine, but the kenny art assets have this annoying clear gap between all the assets. they are 17x17 grids to give this gap between.. but if I use 17x17 in the tile sheet the images don't stay nice and tight in the 16x16 grid.. but if i do things in 17x17 then those gaps between the assets show up. Is there some way to use this tilemap and effectively continue to draw in a nice neat 16x16 grid?

    See how that bed is not in sync.. this gets worse as you move across the layout.

  • Bump. Is this something that is tricky for most other Construct 3 users? I've been afk with Construct 3 forums so with so much new 3D stuff, I can imagine like many others, 3D in Construct opens up a lot of new parameters that are just not easily relatable.

    I still know 2D fine and that's great, but there are some really exciting 3D things going on, but there's not a lot of comprehensive tutorials yet on how to work with the latest 3D camera and features.. new stuff coming faster than youtubers can produce comprehensive videos.

    I look at the demos and while they work and do things, it feels like there's a pretty big leap from knowing Construct 3 in 2D and reading the events these demos include and understand how the developer knew what values do what and how to make them behave in very specific ways.

  • Hi everyone, I've been banging my head against this one for awhile and finally decided to see what i'm doing wrong.

    no matter what i tinker with i seem to always be at a 45 degree angle to the object..

    i have looked at various examples and i can't seem to find it. the frogger example seemed close but because it's strictly oriented as it is, it didn't appear to help me. I imagine it's something simple

    If I wanted to pan left and right around the center object.. how would that be done? this is where I'm trying to go with this.. to be able to shift my perspective keeping the same relative distance / elevation from the player object.. but i'll start with just being able to change the fixed angle and move from there.

    Thanks!

    Caleb