Magistross's Forum Posts

  • Try this :

  • You need to disable default controls in the behavior parameters and then create custom events that will call "Simulate control" for Left, Right and Jump respectively.

  • CSV has no data type distinction, everything is basically a string. It's in your interpretation of the data that you can decide if it's an int or a string.

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  • Then wrap MadSpy answer in a for each.

    For each fruits

    +(empty sub-event)

    --Set local var currentFruit to fruits.animationName

    +Pick all fruits

    +Pick fruits where fruits.animationName = currentFruit

    +Compare two values : fruits.pickedCount >= 2

    --Do something

    --Stop loop

  • the utility is awesome to test a couple of sequences out. but what I would like to is to have all my dialogue in a google docs spreadsheet so that it would be easier to organize, tweak and send to others to translate later.

    how could i make this transition from google docs -> DialogueDictionary ?

    Hi again fremachuca, just to tell you that a new version has been approved that include CSV exporting/importing. So you could now use your favorite CSV Editor to edit your dialogues! However, you'd still have to use the provided utility to make the CSV to JSON conversion, since the engine still use Dictionary and Array as data structures.

  • I wasn't talking about parsing. getbit() and setbit() are used to set individual bits of a 32-bit integer. One could use them to create a function that take two integers in the 16-bit range and combine them in a single 32-bit integer. If we had bit-shifting operation, that would be much easier to do.

    You could maybe try to use decimal shifting instead :

    -packing

    CombinedInt = FirstInt * 1000000 + SecondInt

    -unpacking

    FirstInt = floor(CombinedInt / 1000000)

    SecondInt = CombinedInt % 1000000

    It would work to combine numbers in the 0-999999 range.

  • It's more of a programming question that a math one. I guess you could try your luck with bits manipulation, however it's quite limited in its current implementation. See manual's system expression "getbit" and "setbit".

  • Sorry RamPackWobble, I had moved the file from my dropbox folder. Give it another go, it should work now.

  • Heh, one tile is better than nothing !

    But what's even better is getting all tiles to behave correctly !

  • Then in that case, the manual is your friend! Check out the part on TileToPositionX/Y, this is certainly what you want. Ask away if there's still something you don't comprehend.

  • Yes it's possible, basically, if "pick familyA by UID" actually retrieve a familyA instance, then the UID refers to an object from the familyA, otherwise, it's not. Knowing that you can create a function for each family and end up with something like this : https://dl.dropboxusercontent.com/u/700 ... amily.capx

  • Another idea would be replacing your 1000 black square by a single tilemap. Each tick you check for LOS of each tile position and set (or erase) its tileID accordingly. You could even have multiple tile ID for multiple "lighting value".

  • Oh yeah, I think I actually saw it, but since I did not have the required plugin, it failed to open. I was at work, and already had spent to much time goofing around with Construct so I kept it for later then forgot all about it... D:

  • If you had posted a capx, we would have seen it immediately. Just sayin'

  • It would, indeed. However, if that's not the wanted behavior, you can add the special condition "Trigger once while true" that will effectively turn any non-trigger event in a triggered one.