manontherun's Forum Posts

  • I only suggest vectical scrolling if that's not already done/planned.

  • The groups are just the same events repeated for each character, bulk rename would just make the process faster. Instead of dealing with a lot of custom flags and calculation, I set it up for each character to only do one thing at once only and auto toggle everything else to ovoid any possible contradiction.. Basically, groups and character don't interact with each other I just dictate all actions via 1 gVariable and 3rd party objects for damage and hitboxes and such.

    Anyho, atleast you give it a look. I'll just have to do it the slow way, good ol fashion style renaming 1by1, It just feels the same as when everyone had to rename every instance of an object.

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  • Hightlight all the groups you want to rename and add _1, _2, _3, or whatever, to the end of all the names. it would be good if it could rename the group's actions with the same name too (enable/disable/toggle) to match. And bulk renaming functions and loops, bascially anything in the ESE where we have to make up a random name for.

    Since the action enable/disable for groups won't be able to distinguish between two groups with the same name any time soon, if ever. And groups are much better than pVariables in terms of neatness and toggling, this would be a good feature for people that want to use groups like pVariables and for my previous problem,

    (not lazy, I just have that many pVariables that are actually set up to mimic how groups work, and it's a lot to switch to groups with copy & paste and rename one by one and especially when changing names around).

    Some other people may find this useful and I take it this wouldn't be hard to do?

    There is a program called bulk rename utility if anyone wants to see in action some of the cool things something like that can do and get ideaes. Beware! bulk rename utility is overkill for most users.

  • Nice, this works with 1x1 sprites at 9999 speed. What kind of preformance hit do you get from using this will all your movement events? And since this was posted a while ago is this now obsolete?

  • Not for a while, I wouldn't make plans just yet...

    wwwwwwwwwwwwwwwwww! By "a while" does that mean like version 2?

  • This plug-in will be a life saver for me. BTW, does Construct support symbol characters greek/arabic/chinese?

  • Oh, thought I mentioned the groups have the same name. I meant if sub-evented groups with the same name are under different parents that you can choose to only disable one (ideally, if you make a group and disable it in an action somewhere in a sub-event it disable THAT one in its scope). Like the cap below shows. There is some extra stuff in there, just to make sure I couldn't do it with conditions. It can't tell which one so it disables them all? http://www.mediafire.com/?sharekey=cd0f ... f6e8ebb871

    lucid, that sounds interesting. Since when do members make plug-ins? New era for Construct indeed. Anyways, I'll have to look out for your plug-ins.

    (ignore stuff about trigger in that post, was thinking about something else, like how key press works.. forgot it's a system object so it doesn't pick and does action on all of them)

  • Looks like you guys won't be accepting many new feature requests for a while, but I'm gonig ahead and posting this anyway just in case. Look at 3 paragraph. Thanks.

  • Howdy yall...So, I haven't been able to visit this site since before Christmas and as I'm trying to catch up on my own, I have 2 specific questions.

    I had a problem with "push code" or power struggle code; where there's two characters (of the same family, or duplicated family), each pushing a box (or two/three boxes), from opposite sides (left or right). One would think this is simple; however, the major problem was that in the long run, whatever side was coded last would always end up winning when both sides supposedly had equal values, especially when 'speed' aka timedelta or just a generic added number was introduced. Meaning with 'speed' increasing for the family every tick, if I put the family's code for moving left (or pushing the box left) last it will automatically win and start pushing the other objects to the left and vice versa if I put right last. Is there a workaround for this, or something I missed? I tried many different approaches with this, all to fail as soon as either WHILE is introduced for the solids, or timedelta for speed. (UPDATE: with one of the newer builds I can get it to do what I want only now it looks wierd because objects are sometimes not pushed out all the way; however, they still keep an equilibrium.) Here a file with one of the simplest of the many approaches I tried. http://files.filefront.com/LASTCodedSid ... fo.html%20 or

    http://www.mediafire.com/?sharekey=9bed ... f6e8ebb871

    Also, have you guys thought about the option/ability to make groups local? As in if I make 16 groups named "do this" when I disable a group in a sub event, it doesn't disable them all. Only the ones within in the group or the parent (or I can somehow pick which one I want to disable). Why? So I can use it to bypass most complicated picking and just assign all characters a group containing a long list of groups in sub-events that do all the actions in their own little world sort to speak. Allowing me to toggle between enabling and disabling in a neat and clean way and just basically skip the picking, and also save on the massive amount of Pvariables that are needed. All I would need to do is copy and paste, just rename the first or original parent, and somehow assign it to a character via a gVariable or such. And yes, I am aware enable/disable currently is just a trigger.

    Construct 2, nice!

  • Congrats, it looks like you put a lot of work into this.

  • try the sprite text object by lucid

  • Will do - now that I was able to reproduce the second bug.

    Steps:

    1 Make a sprite

    2 Add a frame or two the the sprite.

    3 Make sure you click on sprite to select it.

    4 Go into event sheet.

    5 Open up animation bar

    6 Click on sprite to open up picture editor then close it

    Repeat 6

    Crash.

    I was using auto-hide mode.

    -EDIT-

    BTW, I'm unable to move a sub-Animation out of the parent to make it parallel. However, I can make a new one and then manually place each animation angle.

  • Dragging animation under another to make a sub event, then dragging back up will crash.

    Randomly when double clicking trying to access the picture / animation editor through the animation bar will crash the program.

    If it hasn't been reported, will look into it more later.

  • [solved]

  • [solved]