Kashin Ginn's Forum Posts

  • Since you asked when to use them.. I'll make it as simple as possible from my POV.

    "Pick all" -> "mySprite.big = 1" OR simply "mySprite.big = 1"

    - will do exactly what you want... which is to pick and do something to the sprite. It is faster when you have lots of the same objects and have to do something to them... except it won't give you the UID or loopindex for each sprite in case you need it for something.

    "for each" -> "mySprite.big = 1" OR "mySprite.big = 1" -> "for each" (which is more optimised by adding the for each after the pick) will actually loop on all the picked object and you will have all the properties of the sprite since construct is processing each 1 of them, For e.g mySprite.UID, mySprite.instanceVariable, the loopindex, etc

    The "pick" is faster from what I tested and I use it everytime for simple actions whereas I use the "for each" when I have to make use of their properties like the UIDs or the loopindex for some purposes; this is suitable when I need to call a function for each 1 of the sprite and make use of their properties there.

  • Use another sprite X. You can spawn it at the same position and use the same size as your button; also make it invisible.

    Your cursor should be over object X instead of the button, and if yes... then tween the button. boom

  • Hello, I didn't had time to explain but in my example, you need to make adjustments with the 2 variables...

    counter_sound => the max sound you want to hear if you are calling it rapidly (via every tick or every 0.X sec or on multi-collision)

    sound_fakeStop => the duration of the sound where you think will be appropriate to play another sound at that particular time... (So if your sound is about 2 sec... and want to hear another sound plays 0.5 sec after instead after waiting for it to fully finish..., you will need to set it at 0.5 sec

    If it's working good without the "counter_sound" then good for you.

    Also, if the example's one works better, then you will need to fully understand how it works and include it in your project. I might check it later when I'm free. Cya

  • This will work when NOT checking the tag.

  • Hello, kindly check your variable "Happiness" and check the output of your text via debug, because this looks just fine IMO

  • Seems like event "On Left button Clicked" is triggered before "On Left button Clicked on Button1". This deselects the object so your 3rd line of code will never work.

    Fix

    In the event "On Left button Clicked" you can add a condition

    Mouse -> cursor is NOT over Button1 and it will work

  • DiegoM Alright, I'll check it, thanks for the info

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  • InfinitySoft Yup, thx for confirming

    Ashley Any help? I can't provide any test version currently.

  • InfinitySoft

    Hello, was it working before? Because mine was, now it's not.

    I will create a bug issue if this is the case

  • Can anyone confirm this?

    Mobile Adverts are no longer working when the game is exported as APK.

    Test mode : active

    I did not mess with the ads but somehow it is not working anymore except on preview...

    I'm using the r412

  • Layer parallax should be 100,100

  • dop2000

    Thanks for testing & confirming again.

    I'll wait for a fix by the devs

  • dop2000

    There's no error in the console. The spritefont is there, visible and with 100% opacity

    I added an updated version on github, since I think the steps might be confusing.

    So you can launch the project and you don't have to do anything.

    Check the debug menu.. the SF "price" is there but blank.

    Furthermore just add a sprite on layout 2, and re launch the project. The spritefont will be rendered.

  • Okay it's a bug, I filed it here

    https://github.com/Scirra/Construct-bugs/issues/8164

  • So I'm having a weird problem. I have a spritefont in my game, and it is appearing on 1 layout when I create it but on another it is not appearing after the creation. Note, it was working before.

    The spritefont displays "100" in debug mode. It is visible and has 100 opacity. Black colored. I've tried to enlarge the text size and it still is not working. I put a low scale for e.g 0.1 , not working either. Also, the color, size and scale is set during creation.

    Strange thing is if I put the object out of view in the screen and destroy it at start of the layout.... it will now display when I create it. What? but why was it working on the layout before?

    The spritefont is already on a layout (graveyard) which I don't use so the game knows the object, hence I don't have to put it on the same layout and destroy it at start.

    Any ideas? I can't upload my project due to personal info.