WackyToaster's Forum Posts

  • It can happen to pretty much any kind of software. People have done this with the Construct 3 editor itself.

    Now I'm really curious to see the copycat C3. How did it look like?

  • So based on the bugreport you use a dual-screen setup, so do I but I don't have this issue. You do mention that you detach panels to display on the second screen, I do not do that. It could have something to do with that.

    If bugs can't be fixed you'll need a classic workaround. In your case you can just try a different browser. Or possibly different hardware if available.

  • I vaguely remember this happening when trying something out with nw.js exports. As you said, it leaves processes running in the background that then prevent the game launching. So in theory, it should always work the first time after restarting the pc. Since I never used the greenworks plugin I doubt that it causes the issue.

    I found this 3 year old (and fixed) issue, it seems that may have creeped back in github.com/nwjs/nw.js/issues/6059

    And a newer one (I think there are actually several)

    github.com/nwjs/nw.js/issues/7122

    You could try the solutions from there.

  • All layouts have a global layer on top that I fade in before the layout changes and on the next layout I fade it out again. There is an animated Sprite on it that is timed so there is no visible cut when the layout changes, apart from a very brief stutter the moment the layout is loaded.

  • You need to adjust the image points on all the sprite images so they are consistent and it should work how you made it.

    I would have the player and the grabber separated. The grabber could be a 9patch object so you can just change the height smoothly to make it expand up.

  • Sounds more or less like a classic Null-Object. I´d take that.

  • Check the layer properties, the layer may have a background set.

  • Short answer: yes, events are executed top to bottom.

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  • Hell yeah!

  • A tutorial on how to stop slacking off. :V

  • You probably need to pick the spritefont object. You say you choose the spritefont that fits the condition, however, I do not see any choosing happening in the events. How exactly are you choosing it?

    Right now all spritefont objects in the layout will be picked, that is why you always end up with the start game (simply because it comes first in line) Basically you have to know what spritefont object is currently selected and pick it inside the "on z pressed" event.

  • Set animation frame to Self.AnimationFrame = 0 ? 1 : 0

    I think dops method also works. It resolves to 1 if the frame is 0 and vice versa

  • Each vertical row is basically a page by doing so. Correct? This would also mean I could use the array.X as the variable to set the page navigation right?

    Exactly :)

    What I don't fully understand is why you subtract 1 from the 0-based X? Set at XY. X = array.width-1?

    When X is set to 0, it basically means the width of the array is 0, as in 0 fields. As it shows in your screenshot, Elements: 0. The moment you push your first note, your array becomes width 1. So right after when you want to set the type/content, you need to access the 0th field and you need to subtract 1 from width to get the last field that was added.

    In other words, an array with a width of 3 has three elements that you can access with X=0, X=1, X=2. An array with width 1 has one element that is X=0. And an array with width 0 has no elements to access.

  • Something like this wackytoaster.at/parachute/Board.c3p

    I also changed the diceroll to choose(1,2,3,4,5,6) instead of round(random(1,6)). The reason is that with round(random(1,6)) you are actually less likely to get 1 or 6. Anything from 1 to 1.4999 will result in 1, so a range of ~0.5 where anything from 1.5 to 2.4999 will result in 2, so a range of ~1. Same for 6.