codah's Forum Posts

  • Try

    System: For "" from Array.Width - 1 to 0

    Array: Value at (loopindex, 1) = pickedFlag ---> Array: Delete index loopindex from X axis

    edit: I rarely use Array: For Each. Maybe it's just personal preference.

    Also I'm not sure what you meant by "action : delete row (loopindex)". You never wanted to delete a row, just a column. Remember C2 debugger shows the axes switched 90 degrees, so rows look like columns and vice-versa. I'm going backwards in the above code because if you modify the array you're currently iterating, you'll skip a column when the array gets shorter by 1 column.

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  • I use SpriteFont+. Go here

    https://www.scirra.com/forum/viewtopic.php?t=91528&start=0

    and download the plugin. Then go to Blackhornet's page (linked in that page) and download his great tool to generate spritefont images. Post back if you have trouble.

  • Hello C2 community. I have a very small text-based app on Google Play with some requests for non-English versions.

    I'd be interested if anyone could translate the text (400 words only, in sentences) into any popular language for me. This app is not a money maker so I can't justify paying Google, and I can only offer help in return on your project, or whatever I can do for you

    It's simple, 'conversational' text in Q&A style.

    Any of these (or others!) would be great. These are just the ones some people are commenting in.

    Portugeuse, French, Italian, Spanish, German, Russian, Afrikaans, Vietnamese

    Alternatively, I could online-translate them and you could just fix the silliest mistakes it makes

    Please PM me.

    Thanks in advance.

  • yea Button uses On Clicked, not tap gesture

  • Maybe check out the MagiCam add-on.

    I suggest you bookmark this page as there is lots of cool stuff on here

    https://www.scirra.com/forum/c2-plugins-and-behaviors-list_t65170

    Search 'magicam' on that page and follow instructions.

    I also think it's a good idea to understand lerp() and other stuff too. But it's horses for courses, as they say..

  • You need to do further picking to isolate a single Enemy. Something like Enemy(0) or picking top instance, or similar.

  • Hey there! Thank you for responding and with examples!

    So I was watching yours for a while and when all the valets finally left a floor floor the picked count was still 1 (on the room instance)

    No problem. hmm I'm not entirely what you mean the picked count (on the room instance) still being 1. The text just displays the rooms.current_valet value, which is set from staff_valet.picketCount. Yea my demo is a bit rough but I thought it was enough to show the relevent info. Anyway good luck with it

  • Thanks

  • C2 will let you do Is Overlapping + trigger once but then that's like On Collision

    edit: I take it back, looks like overlapping + trigger once is your answer alexheg

    try this

    [attachment=0:vrngsale][/attachment:vrngsale]

  • Uniform you can't combine On collision with Trigger once because On collision already triggers only once per collision.

  • Thanks man, that was my suspicion, but I thought Google never sleeps

  • I've noticed zero downloads via the dev console over the last two days. I know sometimes it is slow to update but this seems weird. Could it be because of the SSL warning?

  • So if you plan on using lots of objects that share the same behavior, might be better to add the behavior to the family rather than the objects. Same goes for instance variables.

    IMO this is always true and one of the main reasons for having Families. In fact I'd go so far as to say if you have any instance vars or behaviours on an object, use a Family. Maybe a bit extreme for some

  • Hello there, this seems like a simple problem, yet I have searched and cannot find an answer referring to Construct 2, only Classic.

    Was this removed in Construct 2 (Attributes/Solids from the "On collision with object")? If not how do I use it, and if it was removed, must I put all my solids in a family and check the family instead?

    Thank you!

    Never used Classic but yes the Family option would do it and is the better option anyway IMO.

    I think he wants a trigger whenever a sprite collides with 'any' solid object.

  • Things that jump out at me are the triggers within triggers, like TextActivator: On destroyed within the Playerbox: Is overlapping TextActivator event. I'd move that out. Also the second redundant PlayerBox: Is overlapping TextActivator which you can delete.

    I recommend an Else in between the System:Textactivator = 1 and System: Textactivator = 2. This helps alleviate some common gotchas and IMO is more readable.

    Actions like Hippy: Set Visible, titktext: Set Visible, textbackground: Set visible seem to happen whatever Textactivator is activated, so just put them once, at the Playerbox: Is overlapping TextActivator event. Same with the "set Invisible" actions which can go once at the end.

    I know these aren't directly related to the Text issue.

    Having said all that, you should look at factoring out all the common code into Function(s) at some point. Or look into using Arrays to store your text, and index into the array with the Textactivator variable or similar.