klkitchens's Forum Posts

  • I want to know too. What are main advantages/disadvantages of CocoonJS for iOS and Ejecta for iOS?

    How would Ejecta for iOS work with C2? Export our game to HTML5 and then load it in Ejecta and compile?

  • Saw this comment in a couple of threads and I'm concerned. Been working hard on a game for iOS and now it seems C2 is having issue with iOS? Is this only until the latest CocoonJS launcher comes out?

    What's the story?

  • One thing that would be nice is the ability to click on a Function method call event and have it take you to the On Function Method condition.

  • (intentional slang, I'm a USA southern boy)...

    Anyway... I'm calling a function that is working just fine... until there are no items left to pick.

    Essentially I have a "IsFilled" instance variable and when I put an object into it, I set IsFilled to true and when I remove it the object, I set it to false. That works fine.

    Everytime I add or remove an item, I make a call to see if all the slots are full. If they are, I want to turn on a button for the user to press. So that function UpdateButton is working just fine.

    I call:

    GameFunctions On "Library_UpdateButton"

    System Pick All Basket

    Basket X Is IsFilled

    To get all the baskets that are not filled...

    then subevents

    System. Basket.PickedCount = 0 (Show button)

    System. Basket.PickedCount NE 0 (Hide Button) (NE = not equal)

    Works great SO LONG AS IT CAN PICK ONE ITEM.

    Once there are no baskets remaining to be filled, the system bypasses the subevents.

    How can I check to see if there are NO items that meet the condition?

    I could maintain a counter (kludgy).

    I could, I suppose check for IsFilled = true and compare .PickedCount to .Count and then do an else condition? But would that still get called on none picked?

  • Yep, iOS... thanks for the heads up... will await Apple to push out the update.

  • Thanks for the lead.. I guess I should have looked at the ForEach(ordered) criteria, I just assumed it processed them in IID order, not that I could specify.

    I just put an instance variable called ProcessOrder and manually set them. These objects don't move, so the order of processing is set in the game design.

    Awesome, thanks!

  • Tried running my code in the Test URL section of CocoonJS and get the following message:

    <center>Alert

    Javascript error!

    Exception calling

    'IDTK_SRV_BOX2D' extension with

    'setContactFilter' funtionName: The

    argument 0 ('contactFilterFunction')

    type is not valid. Expected a

    'Function' type argument but

    received a Float64 type.

    preview_cocoonjs_postlude.js, line

    (col undefined)

    This is either a big in Construct 2 or

    a problem in a third party plugin or

    behavior - please report it to the

    developer!</center>

    Any ideas? No capx available, sorry.

  • I created a bunch of copies of a base object at design time, but I just sort of assembled them without thought of what order they were in... there are 57 of these and I need them positioned specifically at design time vs. runtime.

    But at some point, I want to be able to loop through them in order and I assume this is done by the UID/IID?

    So my question is can I edit the UID or Instance ID of these items to make them sequential in the order I want them to be processed in? Sort of like a tabindex for an HTML form.

    Thanks!

  • Nice work!

  • Excellent...thanks

  • I have a UI layer that contains instructions, a start button, and a back button to cancel back to the main menu... When they press start, I set the layer to be invisible, but the buttons are still active. Once click in the wrong place and whammo... bounce out of the game.

    Can I disable an entire layer so its objects don't respond to events anymore?

  • I tried it and its running prefectly in my PC.

    Ditto... except perfectly for me. :)

  • So you want them all to start in the same spot, but you want them spawn one at a time?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • AmpedRobot

    dl.dropboxusercontent.com/u/7409023/construct/DropRandomFrame.capx

    Seems to work just fine.

    Made a sprite with just four frames, then Created the Sprite and set animation frame to floor(random(4))

  • Animation frames?