ZeldaVerde's Recent Forum Activity

  • The problem is that the layers content needs to be different, it cannot be shared:

    i.e. on level 1 there are mountains on the background layer and on level 2 there are clouds.

    But you still want a shared layer setup that is consisten across levels, like [postProcessing, foreground1, foreground 2, world, player, enemies, background1, background 2]. Now after creating 100 levels and noticing you need to make some change to that layer set-up you need to repeat it 100 times.

    Exactly. That is what I meant, Ashley. Global layers are great but what we want here is global layer structure and settings, not global layers.

    Edit: Another way to say it is: We want global layers but that don't share object instances. Can you "just" make it an option to have global layers do exactly all they already do but share objects?

  • So I'm making a game where each layout is a different level. Obviously, as the game logic is the same for any level and so is the artstyle, all levels have the exact same layer structure. But then, whenever I want to change anything about these layers or add a new one, I have to do that to all my level layouts, which are ever increasing in number.

    It goes without saying that this is very error prone. Is there a way to have something kind of like in between regular layers and global layers where settings, effects and whatnot are the same but objects aren't, or really anything else that would fulfill that need of mine?

    Thanks.

    Tagged:

  • It was the extensions. Thanks as always Ashley and sorry for bothering you with such a rookie mistake.

  • While using the script as demonstrated in the example given on the Audio scripting reference page, I get this:

    What am I doing wrong?

    Thanks in advance.

    Tagged:

  • Oh, so now they work just like event sheets do, which I didn't realize. So sorry for that and thank you so much as always.

    Edit: Now that I think of it, I think this was because of the way I replaced the main script when creating the new project. After setting the main script, we are back to the same error that started this thread. So no, the "weird typescript setup" wasn't the problem.

  • Oh ye, makes sense. Thanks.

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  • It is exactly the same error, but here you go: drive.google.com/file/d/1b-xocb2KfHf4UnULT8djQ7MeogYRCdWQ/view

    Do you also get the same error on your end? It seems like something related to my browser to me, idk.

  • So, I've created a new project. It won't give me errors anymore but now runOnStartup() just isn't called... What?

    Edit: It all appears to still come down to that "Failed to load resource: net::ERR_HTTP2_PROTOCOL_ERROR".

  • Am I dumb or is there no javascript gamepad plugin implementation done yet?

  • Thanks for the reply again Ashley. Yes, I was expecting construct to overwrite the js files and I had no idea I could just delete them from the project and have it compile them somewhere hidden. I was messing with the new built-in editor and trying to edit ts from construct, but I mainly use vs code and now can't figure out how to configure it to work with vs code handling the ts again.

  • My project is really minimal since I've just created it. Here it goes:

    drive.google.com/file/d/1b-xocb2KfHf4UnULT8djQ7MeogYRCdWQ/view

    I'm pretty sure the code is alright, and I'm so sorry for wasting your time if the problem is as simple as such an oversight from me.

  • Thank you for the response Ashley, but it did not work.

    To be clear, I am able to preview other projects.

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ZeldaVerde

Member since 11 Nov, 2018

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