Magistross's Forum Posts

  • Because the following : "Variable1|Variable2|Variable3" will resolve as "0|50|100", which in turn resolve as "1". 1 is not equal to 100, so your event never fire.

    The correct way to do it is as hundredfold said : (Variable1 = 100 | Variable2 = 100 | Variable3 = 100) = (1)

  • Try using the On Create trigger of the planet object to set your values.

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  • KarnageT You have to select which tilemap to draw on using the "pointer" tool (normal layout view selection). It can be cumbersome when tilemaps overlap each other. You have to lock/hide all the layers except the one on which the tilemap you want to edit is on, otherwise it'll select the top-most tilemap.

    RootKernel Multiple instances of the same tilemap won't duplicate the tileset in-memory, so no, it shouldn't be an issue performance wise.

  • The plugin files are found on the top of each page, it's the first link, and labeled "Plugin". Here's direct link :

    https://dl.dropboxusercontent.com/u/577 ... me_away.7z

  • A pin behavior will make them move together, bundling them in a container won't. But you can do both, no problem !

  • Actions do an implicit loop over all corresponding object types (same type as "self") in the SOL. However, there is only one Function object, so only one call is ever issued, even if there are multiple Text objects. "Text.UID" in this context is then the same as "Text(0).UID", so only the first Text object change its color. In those special cases where an implicit loop is not an option, now is the time to use the for each construct. In your example, only add a "For each Text" under the "start of layout", it should work as you intended.

  • That's tricky, tilemaps aren't scaled with its size, they simply expand/shrink the area on which to draw tiles on. However, layer scaling still apply. I guess you could fiddle with a layer scaled down, on which you place your objects. On drag start, move them to the unscaled layer. Be sure to put them back on the scaled layer when they return to their original position.

  • An array would help you with assigning unique animation frames to your sprites. Something like the attached file should work.

  • A somewhat hacky way to do that would be to use a container with said object, and a dictionnary. Adding a "new" instance variable would be as simple as adding a key to the linked dictionnary.

  • That's a common error, don't be ashamed about it !

  • Save you text file using Unicode, it should work afterward.

  • You can't partially disable the "solid" behavior (i.e. have it act as a solid for select few other objects), however, you can specifically disable said behavior for only one instance. What does your event that disable collision look like ?

  • It's because your version of VS lacks the support of Universal Windows app.

  • Two way to do that, one is as alvarop mentionned, use expressions to get the current CyclePosition and do some action when it reaches >= 0.5

    [attachment=1:311ilq29][/attachment:311ilq29]

    The other method, is to use Sine with "value only" and use abs() for a one sided cycle.

    [attachment=0:311ilq29][/attachment:311ilq29]

    First method is easiest, but second method has the best precision (i.e. the Sine value is truly one sided)

  • If such color discrepancy can be noticed, I trust you are using form buttons with CSS ? Try using sprites if it's the case.