LukeW's Forum Posts

  • Hey, so I'm finding it a bit challenging when I have a lot of objects overlapping in one area (top-down iso style) and want to select and move things around. Right now it feels like it could be a bit more streamlined. While tab+click works to select objects below other objects, as soon as you try to move it with the mouse, it automatically selects the top item in the z-order again. At the moment, the only way I know of moving these objects is by using the arrow keys which is a lot slower than dragging with the mouse.

    The other thing that's getting me is that clicking on a sprite's transparent space selects that object. I can understand why this is the case, but it can make selecting objects frustrating if clustered together (and I need to leave extra space around certain sprites due to a wind effect, which exacerbates this issue).

    Is there a key or something that can be held down when dragging a selected object that will prevent the selection resetting?

    Cheers

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Headbang Games That's pretty nifty.

    Also, for anyone interested, I found this excellent tutorial that goes into this topic on depth and provides example files:

    construct.net/en/tutorials/constructing-adaptive-music-1461

  • Something that is very cool but not used that often are seamless audio transitions, where the base track continues playing across different scenes, but the accompanying instruments change according to the specific layout or event.

    The city of Woodtick in MI2 is a great example of this:

    youtube.com/watch

    So I wondered, would this ever be possible in an engine like C3? I'm not talking from a programming point of view, but more so the limitations of streaming music to the scene. Am I correct in thinking that music begins streaming after a layout is loaded, potentially making it impossible to predict when each track will begin (in turn making it impossible to sync different tracks)?

    Cheers

  • I found that putting the object inside the layout (outside the boundary for example) will prevent the black square from flashing.

  • I think your app will get rejected from the store if you have a button like that in it.

  • I've had something similar happen to me with Google Drive. Sometimes, when doing 'save as' the default save directory will revert to the Google Drive base directory, rather than the current directory that the project was saved in. I didn't notice straight away and pressed saved, only to struggle to find it when going to open it later (on a different PC, so recent projects was no help).

    Happens occasionally, and now I remember to check which folder is being saved to when creating a new iteration of my project. *Maybe* this could be what you're seeing?

  • Are you using 'set color' or 'set effect parameter'? I found I had better luck getting this to work by changing the parameter value.

    You could also move the 'set color' action to an 'on created' event for the sprite.

  • What an amazing website. I'm enjoying checking out the demos, just to see how you do things. Thanks Dop!

  • Sure would be. Cheers

  • Not for a long time I imagine - still in the concept stage. I would like to have a working demo by the end of this year, but we'll see how that goes.

  • Made a journal for my game... took me longer than I'd have liked.

  • Yep, that makes it all work in debug mode the same as normal mode.

    Not sure why the other way only works in normal mode but I'll just avoid it from now on.

  • yup

  • moving the 'on start -> load array' function to the system event sheet (where the function is also kept) fixed this.

    Originally had the function call in my debugging event sheet as I plan to do all this at startup once I get that far.

    So it was easy to fix, but I'm still not 100% sure why it only became an issue in debug mode