Construct Limits

Forum Home Forum Home > Construct Classic > Construct Classic Discussion > Help & Support using Construct Classic
 Post Reply Post Reply Page  123 5>
Author
7,944 Rep
Post Options Post Options   Quote Jayjay Quote  Post ReplyReply Direct Link To This Post Topic: Construct Limits
    Posted: 19 Dec 2012 at 3:44pm
Hi @Dima111, you can check if it has an event on startup to make it invisible, or on the start of layout add an action "Set Visible: Visible"

Edit: Also, it may be worth putting your questions in a seperate thread of their own for your game, most people will not likely come to "Construct Limits" looking to help out

Edited by Jayjay - 19 Dec 2012 at 3:47pm
Jayjay =]
Back to Top
474 Rep
Post Options Post Options   Quote Dima111 Quote  Post ReplyReply Direct Link To This Post Posted: 14 Dec 2012 at 2:27pm
Hi everybody)
Im back with problems...

I have asigned the property INVISIBLE ON START to an object. Now I need not that fiture I have removed the tick - but the object remains INVISIBLE ON START.
Is it curable? - almost all the project is based upon that object. I cant simply draw another and relink the new one - It would be much simplier to recreate the whole game...(
Back to Top
474 Rep
Post Options Post Options   Quote Dima111 Quote  Post ReplyReply Direct Link To This Post Posted: 16 Jun 2012 at 10:15am
Hi everybody
Another problem - MAPs.

My playing space is 60000*80000 pixels. From the beginning I have created 1 map. It switched out the system
Now I have recreated the Map. I have divided it in 100 smaller 4096*4096 used as a animation frames in 1 sprite.

The probleme is that I can't understand how to recreate them at the appropriate XY when my ship approaches it. It's not a case of overlaping - the object does not exist. And if I create it (all of them) the system is immediately svitched out

Edited by Dima111 - 16 Jun 2012 at 11:02am
Back to Top
474 Rep
Post Options Post Options   Quote Dima111 Quote  Post ReplyReply Direct Link To This Post Posted: 11 Jun 2012 at 12:43am
Hi everybody,
Is there any possibility to drag and drop the whole layer with the ship names data?
The list is too extensive to match the screen...
Back to Top
474 Rep
Post Options Post Options   Quote Dima111 Quote  Post ReplyReply Direct Link To This Post Posted: 06 Jun 2012 at 11:29am
aznmonkeyboy ,
Thanks for the help.

In fact I rejected combos and buttons...

There is a new probleme. For my game Characters move for their own, and also they move in the Detachments.

Help, Help, Help!!!!!!

For the 2 way of movement I created the Detachment train and tought Characters to place in Datachment Train "Wagons" keeping the detachment order.

But it was done in the separate file. Now, when I try to compose all such separate files in one - I've met the probleme that the F - flagman sprite "Locomotive" is not able to be created at the Character Sprite X Y Askold, it has 1 PV - for the detachment and 1 PV for its place in order.

At the left corner is the character name Askold. Sprite "F" must be created over it. Nothing happens.
http://scirraman.ru/forum/download/file.php?id=807

Edited by Dima111 - 06 Jun 2012 at 11:31am
Back to Top
657 Rep
Post Options Post Options   Quote aznmonkeyboy Quote  Post ReplyReply Direct Link To This Post Posted: 05 Jun 2012 at 11:55pm
Maybe this could be of some help to you.

http://www.scirra.com/forum/sprite-button-plugin-update-01-23-v09b_topic38637.html
Back to Top
474 Rep
Post Options Post Options   Quote Dima111 Quote  Post ReplyReply Direct Link To This Post Posted: 05 Jun 2012 at 10:47pm
I've found the bug - combo-boxes and buttons DO NOT WITHSTAND FULL SCREEN MODE.

What is also sad - the buttons CANNOT BE CTREATED BY THE SYSTEM. It means for me 400 buttons in the layout - 400 separate objects. All my optimization to hell... I have rejected the idea to use them.....

Edited by Dima111 - 05 Jun 2012 at 10:51pm
Back to Top
474 Rep
Post Options Post Options   Quote Dima111 Quote  Post ReplyReply Direct Link To This Post Posted: 05 Jun 2012 at 4:33pm
Hi everybody,

I have managed to import 60 models in the game! It was absolutely impossible to reconstruct models, but I did it.

On the way I have fixed a serious (as for me) bug - global variables. The problem is that if yu have numerous models that you are to import in one game file and every model uses global variables of its own - be sure that the global variable PLACE IS IDENTICAL in all all all your files. Otherwise you will always have GV (let's suppose) number 2 in the list of your model which is another in the main game file and that will kill all your events, using GV, some of them may simply disappear!

That comes because events are linked not with the GV by the GV content but GV place substitution number.

I have a trouble. I need to choose ships. I think it is convinient to use buttons here. But buttons do not APPEAR on the screen though correctly placed in the game.

I deleted some events and when I delete the events controlling the game time (days, hours indication) and zooming the buttons appeared. Are they confronted with the events? I tried to use combobox. It is also is killed by those 2 events.

http://scirraman.ru/forum/download/file.php?id=804

HELP!!!!!!!!!!!!!!!!!)

Edited by Dima111 - 05 Jun 2012 at 4:39pm
Back to Top
474 Rep
Post Options Post Options   Quote Dima111 Quote  Post ReplyReply Direct Link To This Post Posted: 05 May 2012 at 5:12pm
While rearanging the events met the problem - I use the combobox to define the instance PV. But I abslutely do not understand what I am to write instead of (index) I am willing to choose the ship name from the list

detachment.LineText(Index)

How to take data (ship names) from the out source I got. But this is to complicate to find out

Help, help, help...

Edited by Dima111 - 05 May 2012 at 5:14pm
Back to Top
1,643 Rep
Post Options Post Options   Quote konjak Quote  Post ReplyReply Direct Link To This Post Posted: 05 May 2012 at 3:17pm
Any memory or space leak being fixed is a happy day
Back to Top
 Post Reply Post Reply Page  123 5>

Forum Jump Forum Permissions View Drop Down