mumu64's Forum Posts

  • Problem: I don't see any text being written with the "write text per 200 milliseconds"-action, in fact, I see nothing.

    When I remove this action ("write text: "test"") and only choose to show: make visible, I can see the text.

    I have tried to pre-enter something in the text field, no result also.

    Is it broken, or am I using it incorrectly?

    edit: I just found out it's my cap file or a bug. In a new cap file, it works without problems.

    I can't reproduce it, so perhaps it's my cap.

    edit2: I could reproduce it. I am now posting the following bugreport to sourceforge: text can't be written when triggered by a variable condition. (nothing happens)

  • >

    > I'm using v0.99.62.

    > I'll install Construct again, just in case.

    >

    Yeah I'm using the latest version, that's why it didn't load the cap. But I dunno why your timer gave you the error.

    I'm glad my problem is solved.

  • > (...)

    > Lost My Keys, thanks (even more) for replying thrice and supplying a .cap. Unfortunately I can't open the cap. Error message: abnormal program termination.

    >

    Hmm, sounds like there's something up with your install if it's giving errors using the timer and wont run this cap, or it's an older version?

    I'm using v0.99.62.

    I'll install Construct again, just in case.

  • Aphex, thanks a lot for your sollution, which was the simplicity I was looking for.

    I didn't know sprite.count was possible...

    Lost My Keys, thanks (even more) for replying thrice and supplying a .cap. Unfortunately I can't open the cap. Error message: abnormal program termination.

  • The behavior timer. Make a sprite, add the timer behavior, create an event, lets say, start of layout. Select the sprite and then timer, create a timer and setup your options (it has repeat if you need it too) and then another event for on timer, and use that to create your object. It should work and do what you're wanting to do.

    I followed your instruction, but it gives an error. I did:

    start layout: start timer "Timer" with length 1500, don't repeat, don't destroy.

    (I've tried here also "repeat" and "destroy").

    Event:

    On timer "Timer"

    create sprite at x, y

  • Use a timer? attach it to something hidden, that might work.

    By "timer", do you mean the object "profiler"? Or the System condition "compare time"?

    I don't understand, I think.

  • Try:

    - do something

    - use the function object to call a function after a delay

    - in the function add a 'repeat 2 times' condition

    Doesn't work properly.

    In the 3rd step, it does the repetition without delay.

    I also tried to let the function call itself, after a delay, which didn't work.

    I've tried the While-statement, but I can't get it work properly.

    I think this is a very simple problem, but I have no idea.

    I would like to have Construct do this:

    • create sprite at 600, 900
    • wait 1500ms
    • repeat this process x times

    This is something else I tried, that doesn't work:

    <img src="http://img44.imageshack.us/img44/9911/while.jpg">

    It would be nice if Construct would have a "delay/wait"-action, instead of reaching out to functions, just to use the delay.

    I've spent an hour doing what Construct is n?t about: ignoring game design and trying to see how logics work

  • I have used "repeat 2 times", but it keeps on creating the object, without stopping.

    I would want to have:

    • do something
    • wait x seconds
    • repeat this x times

    So I used the "repeat"-condition. Good or bad use?

    System: Repeat 3 times
      System: Every 1500 milliseconds
      > System Create object Red1 on layer 1 at (905, 605)[/code:1co6vdkk]
    Screenshot:
    <img src="http://img340.imageshack.us/img340/2554/repeat.jpg">
  • Thanks, I'll try it

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  • I changed the use of private variable (the Sprite) to global variable, as switch and it works now.

    I didn't know this had impact on the decision making of Construct.

    The setup was:

    • switch turned on (private variable sprite set to "1")
    • mouse over 1 of the 4 instances of sprite: they all responded.

    The setup is now:

    • switch turned on (global variable set to "1")
    • mouse over 1 of the 4 instances of sprite: only the pointed at-sprite responds.

    Thanks for reading and the reply.

  • The problem I have is: when I hover (no click) over a sprite, all spawned instances react, instead of only that one sprite.

    MouseKeyboard: On Left Clicked on Sprite
    

    Sprite set opacity to 20[/code:309roz2z]

    With 4 instances spawned, no problems here. Only the instance I clicked on gets the opacity-change.

    MouseKeyboard: Mouse is over Sprite
    

    Sprite set opacity to 20[/code:309roz2z]

    Problem here is: all 4 instances get an opacity of 20, instead of the 1 instance I am pointing at.

    How should I change the code so that I can point at 1 instance and only that pointed on instance gets the opacity change?

  • fun

  • Did you have multiple instances of the same object selected?

    No, I clicked on one object (sprite)...

  • I know this isn't the way bugs should be reported (on the forum), but I am wondering if anyone else ever encountered the same problem, which I can't reproduce:

    when clicking on the "animation" or "angle" in the animator pane, Construct crashed (not anymore, somehow), without error message.

    I'm using version 0.99.62.

  • Ok, thanks.