msv0001's Forum Posts

  • Wrangler - The only time where you should do up another branch is probably when you decided to rewrite a majority of what is being done as part of refactoring the codes and it will affect the main dev branch. If it is just some minor adjustments or adding new features that will not affect current feature, you should only be using one branch.

  • That's some pretty advanced AI for an platforming enemy. First of all, you need to set some conditions for the enemy to know when to go up or down. Then, you need to do some sort of intelligent chase for the enemy on the player. Practically, that's pathfinding but for a platform game, where you need to specify various heuristic costs for each obstacle like ladders and stuff.

  • Ashley - Is it possible to list out the file types which should not be included for versioning?

  • In your case, the easy way out is to store the instance id of the ship you are dragging as a variable and pick it during the event.

  • boolean - no, this is not a bug. Let me explain the interpretation of the logic that you did by Construct 2. In the same tick, the object was clicked. The first event states the condition "object clicked"(true) and "StateOne"(true), set animation to "StateTwo". So animation is now at "StateTwo" but the processing of the logic in the tick is not over yet. The next event, "Object Clicked"(true because it is still in the same tick and the condition is true in this tick) and "StateTwo"(true because the above event set it so), hence, it also runs. So on and so forth. I hope you understand what you just did.

  • Ashley - perhaps source control could be put within Construct 2 itself to reduce errors in modifications like Microsoft did with Visual Studio. But it is just a suggestion. Will try to make do with what I can at the moment using SVN.

  • firebelly - Not true, you can always save the project as a project folder. But I'm more concerned whether there are compatibility issues on the project files by Construct 2 when I amend the files by text editors, since that is how diff and merge for source control usually work.

  • And it would be best if I could get the animation names as well from the iterator.

  • The thing is I would like to dynamically check within a family of objects based on the number of animations they have, the behaviours would be different. And I am not working alone for my project which is why when people start adding more stuff into the family, some behaviours might break. That is why I would like some sort of animation iterator.

  • I'm trying to find out how many animations does a sprite have. Based on the count, it will exhibit different behavior.

  • Yes, this was what I encountered too. I think this is the same issue. Is it due to the scope of the variables? After changing out the local variables using instance variables, the error stopped.

  • Iterate through different animations of course.

  • Is it possible for C2 to implement some sort of animation iterator?

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  • Ashley - But if the instance is not creayed in the first place, there would be no UID. sirLobito was asking for a custom constructor as a function. Correct me if I have misinterpreted the question.

  • I am currently using strings to check for which object to create in my function. The thing is in any Object-Oriented Languange, it is impossible to pass an object into a function without first creating the object(it will throw exceptions). You can use an enumerator or string and based on that to create the object in the function.