codah's Forum Posts

  • Could use timers

  • If dynamically adding sprite instances worked, then I could create the sprite THEN associate it with the container avoiding the extra instances of everything else in the container.

    You add object types, not instances, to a Container. So it doesn't make sense to add them 'dynamically'.

  • There should be no problem using C2 arrays for this. I don't mind having a look.

  • Ok good luck. Yes I'd like to have Family in Container functionality as well.

  • hm actually Container is limiting except for simple requirements. I don't have time now sorry, but I'm wondering why you can't store some kind of index(es)/ID's/references in your objects and pick the appropriate arrays that way. I normally have a number of global arrays into which I index by some object 'ID'.

  • As you have a licence, you can use a Container.

    Otherwise just have an 'id' number in both objects , then when picking them always use the id.

  • I've been working on a new social app built entirely in Construct 2 and PHP. Here is a little idea of what is possible, I am no expert in app making either, but have some experience.

    https://www.facebook.com/video.php?v=1628442714048363&set=vb.1484562541769715&type=2&theater

    You can definitely achieve just about anything, but the problem is you have to invent all the 'standard-looking' UI stuff from ground up because you want your app looking like a native Android or iOS app. Either in C2 or in plugins. And then for each upgrade of the OS you have to do most of it over again. I have done a similar Android UI interface in an app, but you've taken it to the next level But now if I want to publish on iOS, nobody will want something that looks like Android. I guess you could keep the look and feel 'generic'. I'd love to know how you got the screen swiping so smooth though.

  • I'm not sure but how would the ads 'stack up'? The code seems reasonable to me. I'm not sure how it could possibly get $3.50 in 1 click, but I'd like some of that

  • Check the distance between the blocks is less than the player height (between the bottom edge of the top block and top edge of the bottom block. Could use 'is overlapping at offset' or something). Just one of a bazillion ways

  • Make a scrollable table object that I can dynamically load sprites/text into. The "Container" behavior would allow me to move only one object in the container to scroll the entire table up and down.

    A Container is not a container like a bucket. It's an association between object types during object creation, destruction and picking. You might want Pin behaviour. (Not saying Container wouldn't be useful, just in a different way).

  • If you have test mode ON, you should see test ads. Otherwise you should see real ads. If you have done everything right.

  • Yes.

    Now i have code like so:

    on start layout => Activate Group "Group1"

    condition ^ once => Deactivate Group "Group1"

    So, a group of events/actions included in Group 1, are only active from the beginning of the layout until a condition holds.

    I think it would be nice if an activate or deactivate condition could be entered in the group itself. Right now, the only condition available is active when layout starts.

    Dan

    you can set the group inactive by default

  • that's fine, but shouldn't this work?

    [attachment=0:18nax3pc][/attachment:18nax3pc]

    If you pick a sprite2, it should keep that picked.

    So there's an issue going on here.

    Like blackhornet said, there are 0 Sprite2 instances picked after event 2, so filtering these further with the 'is visible' check does nothing (well not nothing, it causes you to have 0 picked instances). You need a pick all (presumably followed by a 'pick instance 0') before the Is visible check.

    The reason your last example works is because you didn't change the picking after the initial pick instance 0, so it's still picked further down.

    Regarding your question about evaluation of OR conditions, from the manual under 'or blocks':

    [quote:18nax3pc]Note that because OR blocks run if any condition is true, it's possible the event will still run if some conditions were false and did not pick any instances. In this case the actions will still run, but possibly with zero instances picked for any objects where no instances met the condition. If any actions are run for objects with no instances picked, nothing happens.

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  • That's amazing. I've tried the 'instant' method (which is what I need) and it works great. I've created 20 boxes on startup then have a one-off 'repeat 50 times' loop to get the boxes to 'settle' but it would be interesting to know an optimal number of iterations to use to provide good enough results (maybe checking when dist or edgeDist values settle, or something (guessing)). I haven't even checked out the 'box' method in the code yet. Here's my mods. Thanks again.