DuckfaceNinja's Forum Posts

  • My fundamental understanding on how it works is at stake now, codah can you assist on dissecting the capx provided and give some insight what is truly going on? The ORblock is really bothering me now.

    [attachment=2:22yxctty][/attachment:22yxctty]

    [attachment=1:22yxctty][/attachment:22yxctty]

    [attachment=0:22yxctty][/attachment:22yxctty]

    Lol, my brain is totally in garbage state now, I'll rest for a while to get back my sanity and cuteness.

  • If the blue circle is outside layout, 1 blue circle is picked and 0 red circles are picked, so there are no red circles to destroy. Isn't that correct?

    I'm confused now, I thought it should be 1 blue circle picked and all red circle picked (regardless outside or onscreen)? Seems, that's the way it works if the block is a singular condition because condition picking only consider blue circle? Red circle is pick all since no condition pre-pick it, and by default all were selected?

  • However, I think that the bug must be fixed anyway.

    Yep, its a must. I've been dwelling for weeks wondering what's wrong. It's quite easy to miss if events actions/conditions have already expanded substantially.

  • How to do that? For example: on first layout player died 5 times, so I need to to have that 5 on start of next layout. What do I need to write in ES?

    Global variable: Death=0

    Condition: player died

    Action: add 1 to Death

    This is a very basic question, I suggest go through tutorial as their explanation is much better and complete.

  • Now for other use cases, I could imagine some people wanting to personalize the letterbox scale mode either by having other colors instead of black bars, or even some special images/background/animation/ads

    +1. I have plans on using special image for this case so I support this request.

  • I'm using global one, but where I need to put events so that system will work?

    Global variable should be accessible by any eventsheet(ES), your option is either to have a global ES and include it in all level ES or just update you global variable in each level ES. I recommend using global ES so that you won't have to repeat your event for each level.

  • Can you think of perhaps a more efficient method for generating this, if any?

    You got the right idea on doing that, but in term of efficiency, it's quite abstract, can't really tell which is better which is not, it's all depends on how comfortable it is for you to use it.

  • Try global variable?

    Are you using local variable for the score?

  • For example, if I have 5 light fighters on the screen, they would all be enemy_sml_f but each could be identified as Beta 5, Gamma 16, Iota 2 and such, and be added into the text field? As you can see in my code what I have works but each instance is an identical copy without random names.

    You can have a text object with pin behavior, in Line3, create text object and assign enemy_sml_f's IID or UID int text object instance variable (so that you can use it in other event, such as updating log on which enemy is destroyed), pin it to enemy_sml_f, and set text accordingly. I don't think picking is necessary in line3 as created object would be automatically picked, if I'm not mistaken.

  • But "Destroy" action does not work.

    Oh you're on to something, does it means that destroy object doesn't work on OR block perhaps the best description for the bug? What do you think?

    It seems we have narrowed it down to the root cause I think.

    OR block = no bug

    Destroy object = no bug

    Or block + destroy object = bug

    In my project, it's hard to tell because I got a lot of action/condition in it, and awful lot of nesting, "destroy" is a part of it. I've separated it into different blocks at the moment to get it working.

  • I am an early adopter, but I can only access the free version of construct 2? Please advise how to get C2 (full version). Thanks

    Click store at the top and find your download or click-dropdown your username, you should see "your purchase". You can get your license there.

  • I'd like it to somehow apply to any instanced enemy created when the examples shown in the code are triggered, rather than having to copy and paste the code six times for enemy_sml_f1, enemy_sml_f2, etc.[/img]

    You might want to look at "families" object feature.

    Your code should be fine, have you tried to spawn them much closer to player to see whether it works. See line3 and make it like random(100,500) or something which is close to your player.

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  • [Condition: Pick random instance] every x second will be straight forward enough for you to achieve what you want and set random direction.

  • The only other way around i could see would be to have an invisible helper object, and make each piece a child of that helper object.

    Totally agreed! Using imagepoints might be the key in reducing numbers of "helper object" or probably eliminate the need to use them, thus reducing file size and increase performance and whatnot.

    I think it's worthwhile to ask Ashley to have a look at this idea.

  • I've tried conditions as in picture below:

    [attachment=0:3ty4afw7][/attachment:3ty4afw7]

    Ashley, I could be wrong and missing something but my hypothesis from the case is the OR block seems to behave like an AND block.

    r178

    win7 sp1 64

    MotoR I'm thankful to you for this finding, finally I figured out what the hell is wrong with my events.