AnD4D's Forum Posts

  • Looks like it's impossible. Text really is the most limited part of Construct 2, isn't it? Can't change colours/fonts... can't see what it looks like in game, and need to play the game to just see if it's correct...

    And finally, if your text ever fills up the box, you can't check it and change the scale accordingly... you just have to settle for an average font size and hope it all works out well. Shame.

  • I'm going to bump this rather than ask the same question, as it'd be good to know.

    My game has text that can over run. I want the scale to change if this occurs, but I have no way of measuring if it does.

  • AnD4D

    Try 2.7.

    Very quick! Thanks!

  • Also, somewhat cheeky, but might it be at all possible to include a duplicate character remover in the program? I've been given a whole bunch of characters I need to include, and I note many of them are duplicated. I've found something online explaining how to do this via javascript, but I can't get it to work at all.

    http://www.guideforschool.com/1939213-program-to-remove-duplicate-characters-from-a-word-2/

    *EDIT - Wait a minute... does it already do that?!?!?! Amazing!

  • Found a potential bug... or more likely a rare user interface issue. I have a lot of characters to work with...

    qwertyuiop@asdfghjkl'!zxcvbnm,.?1234567890$áäçúüíóöèéëñ()[]._:-/~!@#$%^&*()-+=_`:;[]{}\\|\"'<>,.?/.,·'_‘’‚‛:;¨`\\/ƒºª«»()[]{}*‹›\"“”„~&#?!¿¡←→↑↓√§¶†‡¦–—⇒⇔¤$¢€£¥™©®<>+-×÷=±∞^ˇ˘˙¸˛˜′″µ°¹²³♭♪•…¬¯% ¼½¾♡♥●◆■▲▼☆★♀♂àéòûüóêáâëôýÿõìãäíöþßøîåæïœùðçèñúšēįńņiěžāėıňőijęăąğķŕřĺġćċģļśşľħčďīłťūƒdžůűdzțųźżακτυλβγμφχνδεξψωοζηπρθισάΐΰέής;ίό΄΅ύώ·ϊϋаисъытйбвкуьэфлгдмхюяцнеёочшпжзрщ

    When I add this into the text area, the refresh button is pushed off screen, so I can't see if it works.

  • So having multiple sprites representing different teams appears to work, but it's a shame that you can't determine a target based on its variable as opposed to only its sprite.

    Using a family makes it easier to determine which member of the family you'd like to pick, but it requires more events.

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  • So it seems that you can't use the turret behaviour to target the same sprite as itself. It'll either target itself or the first version created. No amount of disabling and picking teams seems to make a difference. It'll target anything. Shame.

    The only way I can think to fix this then is to have multiple sprites of the same objects depending on how many teams they'll be, put them in a group, and hopefully separate them out using that... I'll give that a quick go and report back.

  • Lancifer Sure, that's what I did. 60 down to 30. I could have lowered it some more, but that made the jerky animation even more noticeable.

  • vtrix My apologies for coming across as harsh, but I guess I was thrown by "will practically fit any shipdesign". This statement is seemingly true, so long as it's a single engine, or the engines are very close together. My ship has engines quite far apart, so seeing the left and right engines was just disappointing. That, and only 6 frames of animation, running at a smooth 60 frames a second meant that the engines were looping 10 times a second. I had to lower it to 30 frames per second to make it look better, played around with some effects, edited the animation, and included some particles to make it look better.

    It's alright now, but I guess I was expecting something similar to:

  • I've been working on a project, trying to get objects with the turret behaviour to target other objects based on their team.

    Seemingly, no matter what I do, the turrets will aim at the player no matter what team they are on. I've tried setting up a condition that states "If team = 0 target player", but the other teams will also target the player. I've also tried picking an instance of a certain team, and they're also targetting the player.

    At the same time, I tried using a container to spawn these turrets, and pin them to the base, but when created, they pin themselves to the first instanced object only... not sure why, so that's why my code has that extra bit at the start.

    Ideally, I'd like the turrets to target the closest team that isn't their own, but I can't even get the teams separated at this moment in time.

    Here's a quick break down comparison of what I've done: https://copy.com/WToLXjDSmNaNrcsr

  • blackhornet Thanks a lot ☺

  • blackhornet Ahh... is this a bug then? I use loopindex to base it off of the number of gamepads... I wanted to save myself repeating the code 4 times.

  • R0J0hound If the "For Each" is on, when the joystick is released, it reverts back to 0. Then again, the GamePad object doesn't have any values, so I had to gain that info by setting a variable to:

    angle(0,0,Gamepad.Axis(0,2),Gamepad.Axis(0,3))

    as I'm dealing with the right stick. Just did a quick test, however, and it appears to work fine for the left stick. Doesn't help me though, as I'll be using both sticks.

    Also tried this with the latest beta, and it's still a problem.

  • Problem Description

    I'm trying to control a physics sprite with a gamepad. I reached a point where I started working on an entirely different part of the game, and suddenly problems, where everything was previously working perfectly, started popping up! If seemingly any "For Each" event was used in combination with my code to change the angle of the physics sprite, the sprite will always try to aim to the right or 0 degrees. It's meant to still remain in the general direction it was facing... not return to 0 degrees.

    If I disable the "For Each" code, it works as intended. I thought it was because my original "For Each" contained the player sprite, so I changed it so it was completely disconnected, and the same error occurred. Tried on multiple devices running 216.

    Attach a Capx

    https://copy.com/puXdKs9PCtrA0Orr

    Description of Capx

    Capx shows a very simple game producing the problem I'm having.

    Steps to Reproduce Bug

    • Play Game with GamePad connected
    • Touch a button and move the right stick
    • Note that the player sprite will rotate, but always return to 0 degrees when you release the stick
    • Close the game, disable the "For Each" event(s), and play the game again
    • Note that the player sprite will rotate and will not try to aim back to 0 degrees when the stick is released

    Observed Result

    The Player sprite will always try to aim towards 0 degrees

    Expected Result

    The Player sprite should remain towards it's last angle, or spin

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7 and Windows 10

    Construct 2 Version ID

    Release 216

  • Prominent I'll give it a go. Think I'm grasping the basics, but I was under the impression the code would be cleaner and better presented if it's being sold. I'm seeing disabled events, repeated use of "Every Tick", 70+ events just to get the character to move... and 29!!! global variables?!?!?

    Why not mainly local variables or instance variables?

    You already got my money, so nothing I can do about it, but I'd not recommend anyone else purchases it in its current state.

    Would you be interested in the final code when I tidy it up and allow it to be dropped into other projects with ease?