Magistross's Forum Posts

  • Yup, and it's indeed easier than looping. I always thought "pick nth instance" used IID, but I was wrong ! Here's the updated capx.

  • Here's how you could do it with a for each. Much more complicated than just using families though...

  • And it's important to note that if there are multiple B's in a single layout, you'll have to do a "for each B" to get the number of collisions of each one of them.

  • You can save the resulting data URI in a variable, instead of directly loading it in the sprite, then you'll have your "history" of snaps.

  • Have you tried replacing the ScrollTo behavior with a "Scroll to position" event ?

    Anyhow, I too believe it's most likely a bug (and probably not on C2 end), since different systems produce inconsistent results.

  • Would gating the groups with a local variable split them up? Something like:

    local var load = 0

    If Load = 0 then "set group x" activated and add +1 to Load

    I believe it would work yes, but you'll also need to add a long "else" chain so only one load step is ever done per tick, allowing the rendering engine to redraw the canvas at least once between load steps.

  • It's definitely something that should be added to the System object, something like "Snapshot canvas area", that triggers the same "On canvas snapshot" event.

    Here's a rather hacky way to do it with ExecJS. Note that it only works with WebGL off.

  • All the generation logic is done in a single tick, and no display update is ever done, so the only text you'll see is the last one.

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  • Use sin() to get the Y component.

  • That's what the last "else" is there for. You just need to complete it with the condition of your choice. On the top of my head, I see your sprite is mirrored, so you might consider setting it to :

    Else
    Player is mirrored 
            -> Set Bullet angle to 180[/code:3ble85qo]
  • You might consider using a variable to store the "Enemy" UID to which your Enemy_Head is linked. I don't think containers work really well with families.

  • Bundle them all together, no overlap ever possible.

    [attachment=0:q75k3s1e][/attachment:q75k3s1e]

    Last "else" statement is there if you want to add a default direction.

  • It's mostly a personnal preference, it's not more nor less performant either way. But on larger projects, a clean global namespace is a blessing, for obvious reasons.

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