Magistross's Forum Posts

  • Local variables are just that, their scope is limited to where they were declared. The main reason to use them is to not clutter the global namespace. There also exists static local variables, their scope are also limited to their declaration block but they don't get reinitialised to their default value.

    As for using a function instead, I would probably have gone that way too. But Toddler did not want to clutter his function namespace with a function that he probably only use for one particular context. So I provided an alternative !

  • MultipleChoice flagExecute is a local variable. It get initialized to 0 implicitely every tick, no need to do anything !

  • Local scope vs. global scope

  • Well then, if it must run once between 0 <-> 6 value permutations too, I guess you could use sub-events and a local flag variable. Like this :

    [attachment=0:2er37a7l][/attachment:2er37a7l]

  • You can't disable a solid behavior partially, at a given time, it's either on and off, so all object collide or go through. You probably should not rely on the solid behavior if you plan to do "floor filtering" for collisions.

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  • It would have, if not for the "being in a container" part. I don't see how you'll be able to do what you want without Ashley adding some sort built-in way of having multiple frames for a 9-patch or a "Load image from url" thing.

  • There is always the option of using several 9-patch objects with different images and regrouping them in a family for events purpose.

  • It's possible with compare two values. Like this :

    [attachment=0:siwxrdpz][/attachment:siwxrdpz]

  • Might prove useful to add a built-in "clear" to reset the control value without using javascript directly.

  • Have you tried tweaking the settings of your server to allow for bigger http request ?

  • UserMedia.SnapshotURL is actually an image encoded as a data URI, so he should be able to upload it to any php script using a post. Might we see your events ? It might be easier to help.

  • I once made an example for that, look it up here :

    You basically have the pre-measure the text, and add a linebreak before words that get wrapped.

  • That's not really what I meant. After the "on tap" event, you need to add a sub-event that checks the current "LayoutName", and do something different according to its value.

  • You can use "LayoutName" to see which layout is currently running. Simply have your sprite do different things according to which layout is active.

  • The best you could do is create a function that contains all the objects creation events in a giant "if else" statement. And then you use family instance variables to store your attributes. Here's a rather silly example.

    Note that objects are created during the "pick by uid" condition, which is quite twisted to say the least, but I saved a sub-event doing that.