99Instances2Go's Forum Posts

  • Nothing opposite. Exactly the same.

    https://www.dropbox.com/s/rc7sgjlrp29yk ... .capx?dl=0

    Want them to have the same size too, set scale rate for COPY to 100.

  • You can have a temp array in the function.

    And pass any array to it as a parameter by using the Array.AsJSON expression.

    Set the temp array to the passed parameter with the Array > Load action.

    You can make instances of an array during runtime.

    Which will make the picking (based on a instance variable) a lot easier.

    If the arrays are 1D, then there is an awesome plugin to create arrays with a tag, during runtime.

    You can even (not that you need it now) bring an array into a container with an another object. That way each object has its own array, picking the object ... picks the array.

  • Can be done.

    https://www.dropbox.com/s/6bgp8f8p4area ... .capx?dl=0

    But. Be aware.

    It is not a property of a sprite, as you seem to think.

    The name is a property of an imagepoint, in a certain frame, in a certain animation attached to a sprite.

  • Use a family, add the sprite to the family.

    Sprite > On drop

    Sprite > Is overlapping Family

    _________________ Actions addressed to Sprite, only address the dropped Sprite.

    _________________ Actions addressed to Family, only address the Sprite(s) that it is dropped on.

  • No limit, when your loop iterates to much, the cycle just gets prolonged (drop in FPS).

    Must be your logic. Probably forgot to pick them by UID in the same sub events as the creation sub event. That is ,by the way, the only pick that works before the next root event.

  • Not sure what you exactly want. But lets show you the basics, and a problem that can arise with it.

    In this capx, you see a paralaxed and a non paralaxed layer.

    With some imagination you see a little player with a big gun.

    The gun should always point to a fixed place on the screen.

    The parallax happens because of the scroll to behavior on the player.

    For that we need a fixed layer to place that object on (the green cross).

    Now we translate those positions to positions on the paralaxed layer.

    The black cross shows the result, but is not needed.

    This are the basics.

    https://www.dropbox.com/s/3jxmjiqcvw3ls ... .capx?dl=0

    But as you see, and maybe that is also you problem, with a scaled layer, it is not exactly spot on.

    Well in fact, it is, but it is to late.

    The scroll behavior moves the layer on the very end of the tick.

    So we, in fact, when we start measuring, comparing, and then set the position, we do it before the parallaxing happened.

    How do we solve this ? We just do the parallaxing on the exact moment that we want it to happen.

    https://www.dropbox.com/s/vgftqcvdgrt1t ... .capx?dl=0

  • Try with adding system > Else to event 11.

    Currently event 8 makes event 11 true.

    I said 'try' because it is till a gamble, a lot depends on how you have set up the layout, and all the other events.

  • No need, dont wanna show you all my mistakes.

  • This is correct.

    Cant check newly created objects before the next root event (no sub).

    https://www.google.be/search?q=scirra+P ... scirra.com

  • Text does.

    TextBox dont. Form element.

  • So what I'm learning from this is: 'Trigger once while true' doesn't pick the Sprites based on the moment of trigger (ie pick each Sprite which had been triggered indvidually).

    Not sure if you understand the meaning and use of 'Trigger once while true'. (i write a lazy T1wt from now on)

    T1wt is usually added to one or more conditions in an event, and usually as last condition.

    It just makes an event that is continuously true run its actions only once.

    It resets when the event is untrue.

    Example in super pseudo code.

    Say a condition like

    If 1 = 1 ?

    ______actions

    That is always true. And it will run its actions every tick, continuously, for ever and one day.

    So ....

    If 1 = 1 ?

    Trigger once while true

    ______actions

    Will run the actions only once and only once only. Since that condition can not ever be set untrue, well not unless Sabrina González Pasterski invents new math.

    Or ... more of the same ...

    Global variable 'score' = 10 (number)

    if score = 10 ?

    Trigger once while true

    _________actions

    This will run its actions only once when 'score' = 10, even if 'score' = 10 for the next 10 years.

    But. If you set score to 9, the T1wt gets reset, and the next time you make 'score' again = 10, it will run its actions again only once. The value of 'score' can be changed and therefor the conditions can be made untrue/true.

    General use.

    Say you have an animation contain 10 frames. You set its animation speed to 10 frames/second.

    And each time it shows frame 1, you want to play a little sound. Lets assume the game runs at 60 frames / second. That means that each animation frame sits there for 6 frames in a row, before going to the next frame.

    In that case a condition 'animation frame' = 1 ? , will run 6 times in a row, stuttering that audio.

    Solve this by using T1wt.

    'animation frame' = 1

    Trigger once while true

    ________________ play sound 'plok'

    When the animation frame = 2, the condition is untrue, and from there it waits again to become true (=1), to run its action only once again.

    Special case to use.

    Trigger once while true

    _____________________actions

    This runs its action only once (used if you want to set up things only once). Since it is not paired up with a condition that can be made untrue again, it will effectively run only once during its lifetime. It is of course essential the same as

    If 1 = 1 ?

    Trigger once while true

    ______actions

    And that makes the circle round again.

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  • That sounds awesome. Ty 4 replying.

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  • The blog says:

    Public beta, starting March 28th: free edition only, with the focus on testing.

    Sounds great, absolutely, looking forward to it.

    But what with the features for the paid version, as exporting, will they be up for testing too ?