Kaisirak's Forum Posts

  • Is your variable in the family or in each building?

    You can use for each in this case but it's not necessary.

    the capx: buildings_capx

    use the letter "I" on the keyboard to see that the variable for each building is decremented by 1.

  • I don't desperately need it, and like keepee said there are workarounds, like instead of using textwidth, you can multiply the textsize by the number of letters to set the width.

    I just thought textwidth was designed to avoid doing that.

    Don't worry about it, and keep up the great work.

    As a side note, I know you said you wouldn't add rotation to the particle system, but do you think adding animation to the particle is possible ?

    I know I could create my own particle system, but it just seems like a waste of energy when the existing particle system is great and only lacks animations

  • Well actually I tested it further after seeing your post, and it seems the text being visible or not isn't relevant. But when I try setting the width of the text to the TextWidth of the text, the value is 0.

    If instead of using textWidth to set the width I use a number, then it will display the correct value. But that defeats the purpose of textWidth.

    the capx

  • I'm not sure whether it's a bug or not, but it's preventing me from doing something. Using the rev103.2.

    When a text is set to invisible, you can still access the text.Text, and it will show the correct string. However text.TextWidth will always show 0 regardless of the length of the string.

    And even after adding the event to make it visible before trying to use TextWidth, it still shows 0.

    Only way to use TextWidth is if the text is always visible.

  • Ashley, ok, it just seemed weird. I figured it worked the way inheritance works in other programming langages, that's my bad for not RTFM.

    Thanks

  • I think I have the same problem, but I'm not exactly sure.

    Here is my problem:

    I have a family called Monsters :

    • skeleton
    • muchacho
    • ...

    Every monster in the family has a "death animation"

    And here is the situation:

  • Thank you very much for the advice.

    Truth is I'm already using some type of workaround like that, it's just that I'm kind of OCD when it comes to organizing stuff ^^, and having everything in the margins makes it kind of a mess (even if you can select objects from the project bar).

    I guess I should go see a shrink, ahah

    Anyway thank you again for such a quick and helpful answer

  • Ok so there is no workaround to organize things without dumping everything in an unused layer ?

    Well thank you for such a quick answer.

    It's just a suggestion, but since you already have the project bar with the default instance of every object, why not use it, instead of having to dump everything in the layout ?

    Anyway, thanks for such a great product, and for listening to the community.

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  • Is there any way to add an object (a sprite with instance variables) without adding it to the layout ?

    Let's say I want to add items to my game, do I really have to put every item I want to use on the layout ?

    I'm creating a castlevania like, and my scene is a mess right now because I have 50+ unique items on my layout, and 50 different spells associated to the items. One of them is a homing missile that is spawned when I use the associated key, but since the missile is already on the layout, when you start the game the missile is already there and starts homing on a target before pressing any key.

    I know I could do things differently, but adding objects to the layout just seems like a disorganized way of doing things