Mipey's Forum Posts

  • "Pick" means that the instance will be selected for actions... "Don't pick" means that the instance won't be picked; instead, the action is carried on all instances of the object.

    For example, if you want the instance to bounce on collision, if "pick", only that instance will bounce, if you "don't pick", all instances of the object will bounce even if they aren't colliding.

  • Awesome, it explains the behavior clearly

  • > To clarify some of the above bugs, they should all be fixed in the next build, so report back then .

    >

    Hmm, now it's even weirder. I click into the parameter textfield and everything goes crazy. If I add a new period and wanna set the text for the parameter and hit enter to accept it, it just says '0' or '-1'.

    Confirmed, it seems that Timeline is broken. I've submitted a report to tracker.

  • Tick the 'private' on bug report thingy if you are worried about people scavenging your project. Only the devs will be able to see your horrid horrid code. Kidding. About the horrid code.

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  • Angle. An option to limit the angle turret can rotate within. Sometimes we have 'front' guns that only operate within a cone of 60 degrees, then there are full 360 'light' turrets.

  • Well, some people aren't that good at listening... especially not ones with hearing impairment like me.

  • As far as I can tell, there is no way to change the actual size of Canvas object during runtime. Just like sprites and such. Sorry I can't help there.

  • Slick! Though dragging and stuff may not be obvious at first, if you're not paying attention to it.

    Also, I've learned something new

  • It is quite possible, yes. You can save all sorts of information in a certain format, then you make the new episode read that information when requested. Or you could just "save game" at end of the first episode and then read only specific information in the next episode.

    INI file, hash table, binary file... many possibilities.

  • I believe Pairer Object was updated in the next update... currently it is a bit too silly (selecting paired selects all instances of the paired object). But yeah, it does make sense to be able to unpair objects. There is only "Clear all pairs" action, which is like burning the whole forest down to fell a single tree.

  • In all cases we can offset it with an addition... like -10+Random(11) would range from -10 to 10. But Random in its current form is confusing; one expects that the N will be included (11). Also, one would also expect that Random (1) would give boolean results (0 for false, 1 for true), but in fact you have to do Random(2) (gives 0 or 1).

    Changing it to 1-indexed could also cause confusion; Random(2) would return 1 or 2, but not 0. Those used to the zero could easily get confused.

    What I say is, decide on a convention and stick to it! Also explain it well in tooltip and in documentation.

  • Don't be afraid to cheat a bit! Create a sprite, 1 pixel high and slightly less than three blocks wide, with hotspot in middle, then for each block place the sprite over the block at desired angle, then check if it overlaps three blocks.

    +Sprite is overlapping Block

    +CountMatching("Block")=3

    Gotcha

  • Sorry about the loss, I'm sure you put a lot of hard work into it.

    However, look at the bright side! You've learned to backup each version (which is a standard practice in any software development) and your new project will go much smoother, because you know how to do things that you've had trouble setting up.

    Look at it as an experience

  • Effect Outline 2.fx is required to open the cap :s

  • Show us the cap, please?