Ashley's Forum Posts

  • Can you believe it, only now have I finally got my replacement and a working new PC! I'm currently setting up Windows and everything. I still haven't got a refund on my old broken motherboard - I gave up and just ordered a new one because it would be quicker.

    If any of you use Dabs.com, they're okay, except whatever you order better work first time. Abandon all ye hope those who enter their returns process!

  • On the todo list... noticed this myself earlier...

  • I think it does, but the language syntax is slightly different. It's possible, but timtim will have to comment.

  • 0.88 isn't out yet! <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" />

  • I think we all owe timtim a big thanks <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • I need the .cap to see this happening myself, ashley@scirra.com, thanks...

  • Sorry about disappearing events, botched something in the event sheet editor...! Back up your .caps and open them again in 0.88 and it should be fixed!

  • Ah, private variables don't work in families yet. Got some work to do there... sorry!

  • Nice demo of custom shooting!

    If you wanted it to be perfect, you don't need the For Each condition (still does it per-instance) and you could use an image point on the turret for shooting, but it covers the important stuff <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

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  • This way you can do a loop numOfObjects times, and use a condition of "loopIndex = spreadValue" to manipulate an individual instance.

    The For each condition completely supersedes this. It automatically triggers for each instance - or each picked instance, if more picking conditions are above it - and allows you to perform actions on instances individually. You can even for-each two objects in one event, and use a Compare Values to compare distances or whatever, to cycle all combinations of instances (the Turret movement is probably better at this though). So "Spread value" is completely redundant in Construct.

    I'd be interested to see a .cap or some events demonstrating a situation where specific instance manipulation by UID is the only solution, and no better way exists. I only really put in UIDs to allow for referring to a specific object over time.

  • In the resource bar, edit the Default icon.

  • This shouldn't be a problem. Does the shortcut player('speed') work?

  • Can you send the .cap to ashley@scirra.com? I'd be interested to look at both disappearing events and the lagging runtime...

  • You can do this with the function object. Call a function, eg. "DoStuff" and forget picked objects. Then add an event like:

    + On function "DoStuff"

    + Sprite UID is 2

    : Sprite: do something...

    Because the picked objects are wiped clean for the function call, you can then pick the sprite with the UID you want from a clean slate and do something with it. Remember, after the function call the picked objects from the old event are restored <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

    If the object of the UID you want to specifically modify is already picked, you can add a subevent 'Sprite UID = 2' and do something with it there. It will then pick the sprite with UID 2 so long as it was picked in the parent event.

    Out of curiosity, why do you need actions on specific instances? Just wondering the circumstances, in case we can better design a solution (or if one already exists).

  • Yes, as I thought: the colliding objects have the Physics movement. Objects with the Physics movement automatically collide with each other.