SoldjahBoy's Recent Forum Activity

  • On mousewheel up

    --- Set LayoutScale to LayoutScale + 0.5

    On mousewheel down

    --- Set LayoutScale to LayoutScale - 0.5

    Replace 0.5 with the amount you'd like it to resize by.

    ~Sol

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  • Yeah that sounds kinda strange... I have issues in the debugger itself. In preview mode the game uses about 20% CPU with a few things going on (weather effects and a few characters on screen) - but in the debugger with the exact same scenario happening it's using 85% CPU. It makes any actual useful debugging pretty much, not useful.

    I don't really know what to suggest since yeah, it isn't a consistent problem you're experiencing. I hope you find the reason though.

    ~Sol

  • Ummmm yeah actually... if you go to my project thread and click the link (then press TAB to change to the map - and drag the yellow circle around to generate more map tiles - use arrow keys to scroll the screen) then you sure can!

    ~Sol

  • I made an endlessly generating map with these 5 events:

    Just include a global variable called GridSize (mine is set to 64) and make sure your tiles are double that size with soft edges (faded out alpha for a soft-blend) - then make the background of the layout black. This will give you a nice "fog of war" effect.

    ~Sol

  • The only real way to do this is to re-create your objects in the new game with the same names, then rename everything afterwards to suit.

    The other option is to have a more "generic" name for stuff - so instead of "sword" have "weapon" - but again you'd still have to recreate the objects in another game... but at least you may get away with not renaming everything again afterwards.

    Ultimately it comes down to C2 really lacking the feature to efficiently copy and paste event sheets between projects. It's a big improvement over CC's abilities to do the same thing, but hopefully in C3 there will be full support for this type of thing - as well as collaboration abilities. It's frustrating working on a project with multiple people, and only one person can work on it at a time.

    ~Sol

  • You can do something like this in just about endless ways... you could have an unbounded scrolling layout that creates new "background" objects as you fly along (if you nicely parallax this it would look pretty neat).

    I recently made an endless/unlimited map that generates tiles in any direction the player travels, starting from a central point (so it can go positive values as well as negative values on the "Grid") which you could also use for something similar.

    Maybe a screen capture of my events for this will help;

    Note there is a global variable called GridSize which I set to 64 in this case...

    ~Sol

  • You can also use LERP.

    set width

    --- lerp(object.width,object.desiredwidth,1-0.3^dt)

    set height

    --- lerp(object.height,object.desiredheight,1-0.3^dt)

    (Change the 0.3 for different speeds. The lower the number when using ^dt means the faster it will change. This number must be greater than 0 but lower than 1)

    ~Sol

  • Construct 2 raycasting plugin

    Welcome back I guess?

    ~Sol

  • Does running in debug mode show anything different or abnormal? I had some similar issues when one of my loops would get stuck on for some reason - and it was causing a lot of collision checks that it shouldn't have been doing. Maybe you have something similar happening?

    ~Sol

  • No problem, hopefully you can find some answers in that official thread I linked. Maybe asking there would get more attention as well if you can't find a solution by reading the various documentation provided in the thread.

    ~Sol

  • Yeah pin behaviour should also work too.

    I usually do things the "old" way - I keep forgetting about Pin, lol.

    ~Sol

  • Why are you asking questions about Unity on the Construct 2 message boards?

    Just in case you meant the Cordova plugin for Construct 2, try reading through the later parts of THIS THREAD

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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