CharliePink's Recent Forum Activity

  • Hello there,

    Im hoping there is an easy solution to my problem. When in Dark mode my layer dropdown carrots dont display. Any idea why this might be happening?

    Light Mode

    Dark Mode

  • Why don't you just create it on the correct layer? It won't be a bug with Construct as you're implying, likely the events. Something will run in the wrong place or at the wrong time but we can't debug it from here.

    Thank you, I just found out how to properly do this. Its working flawless. I was calling "move to layer" action in the wrong place.

  • Hello there!

    Would someone be able to help me find out why the error below is happening.

    I have a simple save game system set up. If player hasn't died and I attempt to save the game it works fine. If player dies and has to be respawned. Trying to save after player respawn causes the game to freeze and throws this error. Let me know if any other information is needed.

    Update: It's the jumpThru tiles causing the issue. I found that deleting the tiles that had the jump thru behavior from the layout fixes the issues with save. Im pretty sure this is a bug so I will reach out to the construct team.

    Error

    Save Code

  • Hello there!

    I believe I may have found a Construct 3 bug.. Maybe (If so I will submit this as a bug)

    In my game I have a player character, multiple layouts and a good number of layers. I have one layer (playerLayer) that is named the same across all my layouts. The number of the layer is not the same but the name is consistent. playerLayer is NOT marked as "Global" because of my dynamic camera system. Setting the layer to global seems to cause major issues with it.

    If on start of layout I explicitly tell the game to set my character to "playerLayer" should it put my character on that layer regardless of its number on the various layouts? Example below. In this example its not placing my character on the layer that is named the same. when my character transitions it seems to be setting it on the first playerLayers number value. In this example it is layer 16. Let me know if you think it’s a bug.

    First layout

    character starts on layer 16 "playerLayer".

    The start of layout Code (All level layouts use the same even sheet)

    When moving to the Second Layout using "Go to layout".

    character being set to layer 16 "Zones". I would expect the character to be set to layer 13 "playerLayer" Since thats whats explicitly called out in code.

    Tagged:

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  • > > On start of layout b, player move to suitable layer.

    > >

    > > Or put your player on a layer with the same name or index? Why do you not have a consistent layer for the player on each layout?

    >

    > Thanks so much for this. Just to make sure I understand, So if I have a layer named "main" for each layout that would work? Or would it be better to have the player layer have the same index?

    Both ways work, up to you what you find easier to do. If the layer has the same name on each layout and you include a event sheet with the events triggering "on start of layout > move player to layer (main)" . You can include your custom event sheet to event sheet by right clicking a layout event sheet and include,

    As he said above you can easily move one object from a layer to another on start of layout

    THank you all. Your answers were very helpful and actually helped me fix a few bugs I didnt even realize were dude to my layers being unorganized.

    Kind Regards

  • On start of layout b, player move to suitable layer.

    Or put your player on a layer with the same name or index? Why do you not have a consistent layer for the player on each layout?

    Thanks so much for this. Just to make sure I understand, So if I have a layer named "main" for each layout that would work? Or would it be better to have the player layer have the same index?

  • Im working on a MetroidVania type game. I want to separate the sections of the map into different layouts to keep performance decent. Naturally this means my character needs to move from one layout to another quite often. The layouts all have their own layer names.

    When using the "Go to layout" action how does construct determine what layer in the new layout is for the player if your layouts have different layer names? Sorry if this question is confusing in any way. Ill give you an example of whats happening with my project.

    My character starts on a layout A with multiple layers. When transitioning to layout B using the Move to layout action it seems to just randomly choose a layer to place the player sprite. This causes a few issues for me.

    This is the code that triggers the transition to the new layout.

  • It's strange that you posted an image of almost the full event but not all of it. If the controller works then I see no reason why the enter key wouldn't work. As a standard though I don't like to put trigger conditions in a sub event because things can get weird.

    Actually your recommendation to not have trigger conditions as a sub event seems to have done the job thank you so much. Below is what I changed.

  • Sorry about that. Here is the rest. I left out the functions. This is very weird to me as well. I don't see a reason it shouldn't work but I'm not very good at creating the logic just yet. I hope the new screen helps.

  • Side note: If I was to removed the Keyboard mapping from the unpause portion of the code I can get it to pause. Of course since there is no logic to unpause with the enter key I cant unpause it with the keyboard. Im trying to figure out why having the enter key mapped to pause and Unpause causes it to do nothing.

    Kind Regards

  • Hello there!

    First I want to thank you for even clicking to read this. Much appreciated.

    Im working on a simple pause screen that will display some progress information to the player. Im having a bit of trouble with my keyboard mapping. When I press the pause button with a controller I have no issues. For some reason the key board mappings wont work. If I hit the enter button with the code below I get nothing. Any one have a clue as to why this is happening. Again start on the controller will pause and unpause as expected. Hitting enter does nothing.

  • That works amazing! Thank you so much!

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CharliePink

Member since 12 Jun, 2021

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