Magistross's Forum Posts

  • I believe he was just trying his hand at bubblesorting for academic purpose, otherwise...

  • The "Audio" C2 object uses that AudioContext thing, loading sound or not, if it's added to your project, every instance of it will try and create an AudioContext. I tried to create 6 of them in a simple Chrome snippet, and it crashed with the same exception you provided. Could it be a Chrome issue ?

    edit: Just tested with IE, no exception thrown at 20+ instances.

  • Have you tried adding your JS file to your project ? I wonder if the basic ExecJS from Browser could work too that way ?

  • And be sure to add a check at the end of each pass to see if at least one permutation was done. If no permutation was made, it means the sequence is already in order, so "stop loop" ! Otherwise it'll be "worst case scenario" every time !

  • Furthermore, he's picking his instances with "Pick by UID", which does not suffer from the infamous "newly created object" issue.

  • Oh, then I guess you want what's between the parenthesis ? Try this :

    RegexMatchAt(Function.Param(0), "[^\(]+(?=\))", "", 0)[/code:2fqcyfvw]
    It will match the first occurence of multiple characters that does NOT contain an opening parenthesis and ends with a closing parenthesis, without including it in the match, hence the positive lookahead "(?=\))".
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  • If your input string is "name(id):hello!" ?

    Not entirely sure I understand your question. :\</p>

  • I believe it's custom to use an XP table. The XP bar thingy is then easy to implement using the required XP for the current level and required XP for the next.

    XP bar completion percentage = (currentXP - XPforCurrentLevel) / (XPforNextLevel - XPforCurrentLevel)

  • I believe the issue is related to creating so many instances of your game on a single machine.

  • Or perphaps are you looking for a homing missile ? Then "angleRotate" would be what you're after.

  • Yeah, there are a lot a simple mistakes here and there. You ought to revise your code a bit !

  • nimos100 pointed the faulty events. Remove both "For each canDamage", and put a "Pick canDamage with UID = genEnemy.UID" under the "Is overlapping". This way, both the genEnemy and canDamage will refer to the same instance.

  • The problem stems from your usage of multiple families at once. Unless I'm mistaken, picking a particular family member, won't allow you to directly affect its family variables of another family without additionnal picking. I guess you could try to add a "Pick by unique UID" of every other family so only one object is ever selected.

    Using picking was mandatory, because a simple "Compare two values" does not pick anything, and it simply test the first door (IID = 0). Even worst, if the conditions were to be met, all doors would then open.

    shinkan solution is indeed the best !

  • There is no reason it shouldn't behave as intended. Like you said, families were created for situation like these, where multiple object types share a common behavior. Could you post a capx with the issue so we can try to see what's wrong ?