dop2000's Forum Posts

  • a) yes, I believe so.

    b) When you click any layout on the Project panel, you can change its event sheet in layout properties on the left panel.

  • This is a huge issue for me - I'm used to C2 shortcuts where Ctrl-W closes an active tab and Ctrl-F4 runs the project in debug mode.

    In C3 these keyboard shortcuts immediately close the browser window! It's incredibly annoying. Can anything be done about this?

  • See this post for some examples:

  • So you need pick 2 instances of Thing, check if some boolean instance variable is true for both of them, and then destroy 2 instances of Stuff?

    You can do this:

    System pick Thing by evaluating ((Thing.UID=1 | Thing.UID=2)  & Thing.someBoolean=1)
              Stuff Pick Instance with UID 03 -> Destroy Stuff
              Stuff Pick Instance with UID 04 -> Destroy Stuff 
    [/code:1493o4fq]
    
    It's a bad habit to use fixed values for UIDs in your code, you should use instance variable "ID" instead.
  • You can't check for collision as collision event might happen while animation is still playing, so you need to check for overlapping.

    Something like this:

    Unit on animation "attack" ended

    Unit is overlapping Enemy -> (deal damage to the enemy)

  • See this discussion:

  • Wait, you are using 1D array for this task?

    Change your array dimensions to 5x10. Here is a demo I made:

    https://www.dropbox.com/s/2ojwkuot5an8q ... .capx?dl=0

    Run the project in Debug Mode (ctrl-F4) to see array contents.

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  • Both arrays and dictionaries have their pros and cons. What's to choose depends on your data and how are you going to use it.

    There's actually a plugin that can help parsing CSV files or even convert them to arrays:

  • "On load" is for asynchronous events, when the wait time is unknown.

    Load from JSON just requires 1 tick to process, I guess.

    Since the evidence points to this being a third-party issue and you don't seem to want to co-operate, closing this report.

    Oh, so it is me who is not willing to cooperate? I have no words....

  • Sorry, I see it now. Have you tried creating a new layer and moving all objects from the problem layer one by one onto it?

    You should be able to see what causes this property to switch to "yes".

  • OokLoc

    How long does it take? I imagined this should only take one tick, so a simple "wait 0" should do.

  • What are these characters and specs? If they are they just bits of text data, you can store them in an array or a dictionary.

    With dictionary you can have the character as key name and put all specs into a comma separated string.

    So you'll have:

    Keyname="Character1", data="spec1,spec2,spec3,spec4"

    Use "For each key" loop and expressions like find() and tokenat() to search for/parse specs.

    Or you can make a 2D array, X axis will store character name, Y1-Y4 will store specs.

    Use array events like "For each element" and "Compare current value"/"Compare at XY" to search for a character/spec.

    --------------

    In case these characters and specs are actual objects (like sprites), you can define an instance variable on the Spec sprite - "CharacterUID". This will allow to link characters with specs.

    To pick specs for a character:

    Spec compare instance variable -> CharacterUID=Character.UID

    To pick character for a spec:

    Character pick by Unique ID -> Spec.CharacterUID

  • Do you mean "Force own texture" flag is set in the layout editor? Or is it in runtime, when you are running your game in debug mode?

    If in the editor, simply disable this flag, it's not read-only.

  • CyanProductiona

    I don't think you can jump again in the air, but you can manipulate the VectorY. Here is a very basic example:

    On key UP pressed: Player set Vector Y to (self.Platform.VectorY-300)

    Search for "wall jump" on this forum, there are plenty of examples.

    Also, I see at least 3 tutorials about wall jumping:

    https://www.scirra.com/tutorials/all