codah's Forum Posts

  • Hi guys. I have another question. How to make this "rate button" disappear or change after the gamer rated our game. It is clear that there will be a variable that will change value after rate. The question how Google Play will change this variable and what settings (maybe plugins) i have to make in Constructs?????

    You won't know if they actually rated it

  • Seems to be catching up. 2 updates today, firstly to the 6th and then later to the 7th only a couple days behind now..

  • No don't worry about it. But if you're superstitious, just set it to zero

  • The manual says that

    [quote:1n8tfzqf]It will also not display in the layout view on other layouts, although its contents will appear when previewing the project.

  • I reported earlier an issue with the debugger showing 2 object types for the one object (same UID), and now I'm seeing more weird stuff.

    I had an issue with a layout where ScrollTo wasn't scrolling, and also a background image wasn't displaying. So I just duplicated the layout and used that instead, and both issues went away! I did a diff between the 2 layout.xml files and the only differences were uid and sid values.. So how does that work? It's the second layout today I've had to do that.

    tldr: issues with layout; duplicate it; issues go away

  • Would be nice to have the option to filter out in the debugger Inspector, all object types that don't currently have any instances. Having to scroll through possibly hundreds of objects that aren't relevant to the layout you're debugging is tedious.

  • If there are many item X's and many item Y's, and you want to choose one of each, and pin them together, C2 can't guess that for you and neither can we. It's up to your logic to work that out. IF I've understood what you're asking.

    If you DO know which item X and item Y you want to choose, then you CAN pick each one by UID, then pin them.

    If they are BOTH the same object type (i.e. BOTH item X or BOTH item Y)then you can use a Family to pick.

    Does any of these fit what you're asking?

    edit: see if this helps. Here I'm using drag-drop to choose objects but you could use anything.

    [attachment=1:ge500jmy][/attachment:ge500jmy]

    edit: this one might be closer to what you're asking

    [attachment=0:ge500jmy][/attachment:ge500jmy]

  • New post to show simpler view. sprNpc #0 is selected (trust me) and shows sprLock instead.

    [attachment=0:280rg9mh][/attachment:280rg9mh]

    Kyatric thanks, I could see if that's possible as it doesn't seem easily reproduceable in a separate capx.

  • edit: see next post for simpler view

    Sorry to do this in pictures, but I can't post a capx. Problem is this:

    I have a Family, Wanderers, with one object type in it, 'sprNpc' (I removed others for simplicity)

    I have 2 sprNpc instances placed in a layout at design time, one of them shown in pic with UID 676.

    In-game, I noticed it wasn't responding to events (e.g. to wander around)

    Went to the debugger, selected it via the Wanderers Family, and it shows as another object entirely, 'sprLock'!

    (sprLock isn't even in the Wanderers Family, as shown in the pic).

    That's about it, except to note that sprLock is part of a container with another object, and not placed in the layout.

    Notice sprLock has UID 676 at runtime, the same UID that the sprNpc has at design time.

    Can this possibly be something I'm doing, or is C2 getting objects confused?

    Thanks!

    edit: doesn't even need to be in a Family, have updated title

  • soo.. they on vacation again? No download statistics updates since Jan 5, but ratings still coming in.. ??

    [quote:33kttiom] for Dec 5, 2014 - Jan 5, 2015

  • Well 'start' is when the object is starting to be dragged, and 'drop' is when it's released. Simply I have a variable on each container instance to specify if something was dropped on it ('taken') that is set to 0 when an item is dragged off it, and to 1 when an item is dropped on it. The xpos/ypos thing is just so if you drop an item on a 'taken' container, we know where it came from so we can put it back there.

  • Could you clarify the first part a bit more? I git confused somehow. Could also be because its late and I'm tired lolz, and thanks for the other bit. I didn't have the origins set right :/

    Best tip is to walk away from your project for a while (i.e. get some sleep) and look at it with fresh eyes. I usually spot a hard to find bug in a few minutes that way

  • A better idea might be to use the same Sprite for both, and just have an instance variable 'isDisplay' to indicate it's an item displayed in the inventory.

  • The animation frames for Objects (Tool animation) differ from ObjectsDisp (Tool animation) which I assume should be the same. I reordered them, try and see if it's ok.

    PS: You can reduce the "ToolStuff" code down to maybe 1 or 2 lines using an array or 2.

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  • You have the order of frames different between Objects and ObjectsDisp

    Try this

    [attachment=0:7nqg9zx7][/attachment:7nqg9zx7]