Monketo's Forum Posts

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  • I had some of the same issues mentioned above, but I use them fairly often and lately without much trouble. It can be super helpful.

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  • Worked like a charm. Thank you!

  • So, here's what I'm trying to accomplish. I have a dragable object (not using drag & drop behavior) that I want to face in the direction the user is dragging. I'm using the following equation to accomplish this:

    Set OBJECT angle: Angle(0,0,OBJECT.Physics.VelocityX,OBJECT.Physics.VelocityY)

    This works but is very janky. See the gif:

    Is there a way to smooth out this behavior? I was thinking of maybe only adjusting the angle when larger changes in velocity are made instead of adjusting every tick, but I'm not sure how to code that.

    I'm going to work on testing that theory out, but I thought I'd check to see if anyone else has a better idea of how to achieve this.

    Thanks!

    "The requested topic does not exists"

  • That's it! Thank you both!

  • When transitioning out of a layout I apply the pixellate the transition so it get's more pixellated over time using this equation (taken from an example project):

    set parameter 0 to: ((time-transStartTime) / transDuration) * 100

    I need to find the inverse of this so that I can start the next layout "pixellated" and get less pixellated over time.

    Thanks!

  • Thank you narFsnw! Setting to static was what I needed.

  • I have a 'Wait for Signal' action inside a function. When I trigger the signal and return to the function I want to go to another layout which is defined by a parameter that was passed to that function. However, when I return after the signal the parameter seemingly is null. Before the 'Wait for Signal' the parameter is correct.

    I've tried storing the parameter in a local var too, but it gets set back to its default value when the signal is triggered.

    I tested this by placing a string variable before the 'Wait for...' and then after it.

    Is this to be expected? Do I really need to store the parameter to a global variable?

    Screenshot of the even:

    http://i1070.photobucket.com/albums/u490/EricThomasGames/Capture_zpsbnefgh2o.png[/img][/img]

  • Oh boy. After all these years I'm still making dumb mistakes and overlooking the simple things. I didn't have the layout assigned to the even sheet. Please don't tell anyone

  • Hi All,

    This is probably me doing something wrong, but for the life of me I can't pinpoint it.

    I have an 'Every Tick' action that isn't under any other action. It's working on one layout, but not the other.

    Is there anything that would cause Every Tick to only execute on a specific layout or that would otherwise cause Every Tick not to execute at all on a particular layout?

    Thanks!

  • I was able to get this working correctly by calling the function in a different location (and it cleaned my code up in the process). But the issue still exists, and I can't explain why the first time the function was called it wouldn't actually execute.

    So, I'll leave it up to you as to whether to close this or not. Thanks.

  • Problem Description

    I have a loop that calls a function when certain criteria are met. In my game, once a screw is "unscrewed" a function is called. However, for some reason the function isn't being executed the first time it's called in the loop.

    Attach a Capx

    https://drive.google.com/open?id=0B2mi7Z0OwMDqWjEwMlhkLURBRmc

    Description of Capx

    This is a big project. The issue occurs in the function "addItemToInventory" (look at group "funclib"). The first time the function "checkFasteners" is called inside this function, it does not execute. I tested this by setting up a test var in the function and at the point the function is called. The test var near the call to the function changes, but the test var within the function "checkFasteners" does not until the function has already been called once inside the funtion "addItemToInventory".

    Steps to Reproduce Bug

    • Step 1: Walk up to the door control (WASD) and press "R".
    • Step 2: Click on the screw driver and unscrew each of the screws in the face plate by clicking and holding the tip of the screw driver to the screw.
    • Step 3: The var "test" changes when you remove a screw and which calls the "checkFasteners" function and test2 changes when that function is actually executed. You'll see that test2 only increments after the second screw (and all subsequent screws) are removed.

    Observed Result

    The function is not executed the first time it's called.

    Expected Result

    The function "checkFasteners" should execute each time it's called.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: NA

    Operating System and Service Pack

    Win 7, SP1

    Construct 2 Version ID

    239 64-bit

  • Could someone who's been working with this plugin tell me if it's possible to create random ships, like the ones shown here (http://www.pentadact.com/2014-07-19-improving-heat-signatures-randomly-generated-ships-inside-and-out/ )?

    Thanks!

  • Thanks, both of you!

    I really thought the solution to this wasn't going to be more complicated, so this is a great outcome. And thanks ErekT for the detailed explanation of what's happening.