Ashley's Forum Posts

  • Oops, a bug! Something is wrong with For Each Element. I'll try have it fixed for the next build, which should be out today or tomorrow.

  • Well your event is equivalent to:

    + Always

    + Array: For Each Element

    + (System/Compare values) Array.CurrentValue equal to 1

    : Create Object blahblah...

    i.e., 'For Each' on its own runs every frame, not just once.

    To resolve this add another condition above the 'For Each' condition. In my original example, I added a 'On spacebar pressed' condition above the For Each, to avoid this problem: the array is only checked when you press spacebar.

  • Suppose you want to perform an action on every element which equals 77.

    Use the conditions:

    + Array: For Each Element

    + (System/Compare values) Array.CurrentValue equal to 77

    : Any actions you want

    For example, to limit all elements in the array to a maximum of 100 when the user presses spacebar:

    + On spacebar pressed

    + For Each Element

    + Array.CurrentValue greater than 100

    : Array: set value at X,Y,Z:

    Array.CurrentX

    Array.CurrentY

    Array.CurrentZ

    to 100.

    'For Each Element' repeats the event for every element in the array. Under the 'For each' expressions you'll find Array.CurrentValue (the value of the current element being tested), Array.CurrentX, Array.CurrentY and Array.CurrentZ (the indices of the current element).

    Does this help?

  • Oh yeah, heh, I gave it a simpler name. No rotation enables the up vector.

  • Hehe, nice <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /> if you use an up vector on the tank (enable it in physics properties), you wont be able to tip the tank over.

  • Is there a hung temp.exe process? Alternatively try finding Temp.exe in the Scirra folder in Application Data, and deleting it.

  • CommonDialog.SelectedFile(1) works for me here, try putting it in a text object. Is this a bug in the image object then?

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  • In the animator bar, angle 0 means facing right, and angle 180 means facing left. So if you add two animation angles, then under each, draw a frame with the character facing in the appropriate direction. When you move the character it'll automatically pick the nearest animation frame for that direction.

  • Temp.exe might have hung and locked up the process with an invisible window. Check if there's a temp.exe in task manager and end it if there is, because it would prevent write access to temp.exe the next time you press preview, and actually launch the old unmodified temp.exe a second time.

  • Sure thing. I've bookmarked it and I'll stop by from time to time.

  • Should be fixed in 0.9, coming next day or two.

  • Hmm, before 1.0, it's a loose end I want tied up too, believe me!

  • I'll have to check the Physics movement: it does have a finite world size, and I believe I originally set the dimensions somewhere in the region of several thousand pixels in all directions from 0,0, but I guess this isn't enough. Changing the world X/Y scale values might increase the maximum world area. I'll investigate this soon.

  • This is what Resources are meant to achieve, but it isnt done yet, sorry <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

  • What if I create new istances? How do I make them in a container if they're two new istances?

    This is done automatically; if you create any of the individual objects in a container, the whole container is created.

    i.e. if you have SpriteA and SpriteB in a container, and an event creates SpriteA, a SpriteB is also created and is in SpriteA's container. This probably needs a wiki article <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />