Congrats2u's Forum Posts

  • rojohound - thanks again .

    Ive a book as background, and on this ive placed some symbols (sprites). Now to the question: Is there a simple way to make something like a hierachy? I mean if i blend out the book, the symbols have to blend out too. Or do i have to make an event for each symbol on this book too?

    In unity for example - it works if i blend in/out the parent object, it effects the child objects too. So thats basically it. Maybe there is a possability i havent found yet.

    Tomorrow i will create an array to set each symbol active or inactive - it depends on if this symbol was found or not. but if i open or shut the inventory book, the symobls have to appear/disappear too.

    Thank you very much!

  • All Just another question: Ive got objects which i disabled on one layout (ingame). Now iam trying to enable them again from my menu layout (reset button) but this does not effect. Is there a special thing i have to pay attention for? Like communication between layers or something for objects?.

    on the reset functioin iam using: For each footstep1/2/3/4 order by 0 ascending -> Set collisions enabled. (Ive tried some other events to lick pick all or only a for loop etc.)

    Thank you!

  • Thanks granpa! Can i use this option for realease too? Or is this options intention only for debugging?

  • rojohound thanks for your reply. Ive tried it with the pick by comparsion event and settet to each footstep a persist behaviour. Works well - thanks for this! If we currently talking about this case ive got another question (of course ).

    So now i got all my footsteps with their special footstep.IID - thats cool but now i want to fire events on special footstep1.IID´s position. Lets say Ive reached the footstep 5 and i want to start an event on its X and Y location. Something like a speech bubble which pop´s up right next to this position.

    My Function is: System -> nextFootstep = 5 -> Create object "Speech Bubble" on layer X at (footstep1.IID.X, footstep1.IID.Y)

    Now i cant use footstep1.IID.X to specify on which coordinate iam on the stage. It would be great if i could use something like get footstep1.IID(5).X or footstep1.IID(5).Y and create the object with an offset nearby. Basically the Coordinates of the current footsteps are needed.

    Should i use an array to store the coordinates of each footstep - or would there be a smarter solution whitout using an array? (Like we did)

    I hope you can understand my description.

    Thanks to you!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • 99Instances2Go thanks again for your answer! Today i recognized following i want to descripe:

    I´ve a minimap. This minimap is an extra Layer, on which you can see a small complete version of the ingame map. If you click onto a point on the minimap you come onto the right spot for the ingame map. On the ingame map there are the footsteps placed were talking about the whole time .

    The problem: If i switch between the minimap (remember extra layer) and the ingame map - all footsteps are resetet and invisible (because its settet up in the code ive get from ROJOhound (thanks again for that )). My Problem: Is there a possibility to save the founded footsteps with your solution ROJOhound? Because if iam finding - lets say - 5 foosteps and i switch to the minimap and then back again, i have to code that the footsteps ive found bevore are visible (makes sense because ive found them). But now the question of the questions. How? Ive tried it with a loop but that didnt work, because if i set the iids to invisible it will do it for all footsteps.... and again...iam confused about that fact.

    For example: System -> For each footstep1 order by foostep1.IID > 10 ascending -> foostep1 Set Invisible. So why there are all of them invisible? Usually all footsteps bigger than 10 should be invisible, and all foosteps under 10 should be visible right?

    Is it possible to do a for loop with this kind of "non-array"?

    Thank you for your awesome help!

  • granpa Thanks for your answer! Could you tell me where i can find this option? Or where i have to set it up? If the mouse and the touch input will be triggered as the same, this would be the greatest solution for me - not only for testing as for the final input method.

    Thank your very much!

  • R0J0hound is there a possibility to get the last footstep with your function (even when i put some more footsteps onto the screen from the same kind?).Like i would get, if iam using an array (footstep.length-1).

    If the last footstep is reached, i want to trigger an event. But do i have to check how many footsteps are on the screen on my own (IID´s), or is there a function i could use, which controlls how many footsteps of the same kind are on the screen, and which one is the last one?

    hopefully you get the point out from my description

  • Hello again to all,

    today my question is: If i generate a game for html, and i want to upload it to my website, is there a possability to use a input which recognizes on which platform i open the game?

    Currently ive included both - mouse and touch input. But if there both enabled, the calculation of some input values gets weird. (Input positions arend correct)

    Basically i need the game to run on each device.

    One Excample:

    Iam using Set Location_Global_X to Mouse.X (OnClick) and in my touch function Set Location_Global_X to Touch.X (Is in touch). But both values are different (of course they may not exact the same but the click area should be near by)

    This functions arent enabled at the same time, to make sure they doesnt interrupt each other.

    Is there a possibility to have an input which works for both input systems? The coordinates should be the same on desktop and on mobile devices. (I need this for my minimap to main map transition which works on desktop but not on my mobile device.

    I hope there is a solution for this kind of "problem"

    best regards and thanks in advance

  • rojohound you sir, made my day. This solution is great. Thought i would need to create an array to get the straight order. But your solution teached me to think differend . Thanks for that!

    Ive implemented this code into my game and it workes like a charm.

    Great!

  • Gearworkdragon Thank you for your answer and for your support offer . I will try it out tomorrow and i will tell you if it works or not. But basically i figured out, that i was wrong in my first post. Each Scroll To function works only if the layer got values in their parallax property. That was confusing. I thought that Scroll to wouldnt need the parallax setting on the layers.

    But the main thinking is the same so the minimap and the ingame map should stay in relation to each other with a scale factor or something like that.

    Is the fact right, that you have to set the parallax values? is there no other way to move the camera if the parallax values are changed to 0,0?

    Best regards to you Gearworkdragon

  • So the intention about this question is to determine which kind of scrolling would be the most performant one. I readed that you can use a parallax scrolling or a camera scrolling.

    parallax scrolling would move each layer - with all objects and instances on which you included some parallax values. - Camera/Window is fix, Layers will be moved.

    camera scrolling would only move the system "window" part through the whole stage. - Camera/Window will be moved, Layers are fix.

    In my opinion the camera movement would be the best solution to save performance durring runtime. Except if youre using a static layout with static objects like i do.

    Does someone agree with this these? Or does both scrolling variantes cost the same performance? On the other hand i included a touch input tutorial whitch worked fine - but each layer had to be moved via parallaxing. So i would need only the camera to move. (I would need this, because i got a mini map and a ingame map i have to switch between - the minimap coordinates would have to be translated into the bigger ingame world coordinates - so if you click onto the right corner on the minimap, the camera should be on this location in the ingame map (#factorX/Y))

    i hope you understand why iam thinking about this decission how i could move the camera in the game.

    I hope someone can help me out with this thing. And yes i was reading the forum about this. But i got the feeling that nothing fits to my case.

    Best regards to you and thanks for your help!

  • Jeff thats right

    Like i said at the beginning - its a cool engine but its tricky to work with this kind of "scripting"

    Iam happy about your support

  • 99Instances2Go that would be a great option - only the previous footsteps would have to stay on the screen. Ive placed all footsteps on the screen. All except the first one has to be invisible or not enabled. Then you find the first footstep - after that the next one appears nearby. If you move to this next footstep the next one appears - and so on. . The main thing would be, that the previous footsteps arent deleted. That would solve the task.

    Working with differend levels would be a nice extra for this game (basically i would have only one stage with differend footsteps (different types but the core mechanic of all these footsteps should be like i descriped))

    Thank you very much

  • PS: Using an array to make sure that you have an order, in which you have to activate the next foodstep is a reason too, for using an Array. In my game you can scroll free through the stage, so it would set footsteps active, which shouldnt be active, until you follow the steps in a fix order.

    Example: On the screen, there is a footstep placed. You have to find this one. Then the next footstep right behind or in front of it appears - and so on. So placing all footsteps on the stage and make them only visible if you collides with them wouldnt make sence for my intention. Because there would be possible gaps between all footsteps.

  • All at first thank you for your thoughts about my problem . Basically youre right but i would have the previous steps to stay on the screen (currently they will be removed). So i think the array solution would be the best solution for this task.

    rojohound if i wouldnt need the previous footsteps your solution would may be absolutly right.

    99Instances2Go Is there a possability to let the previous footsteps stysing on the screen, whitout deleting them? That would be nice. The player should see all the previous steps he found durring the game. So he could see the complete path if he reaches the end.

    Currently i have placed a transparent gameObject on the screen center, so if youre searching for the parths, they only will appear if you find them "central" with the screen.

    Thanks for your input!