neutrinox's Forum Posts

  • Hi!

    I'm working with two monitors and I drag all my event sheets to the right side while the layouts stay on the left monitor.

    What is slightly annoying is that every time I restart Construct, I need to drag the event sheets to the right monitor again.

    It would be very nice if one of these two options would be possible:

    -Construct would automatically remember the window and tab positions

    or

    -The user would have the option to save the window and tab positions

  • Hi!

    Is it possible to create a new object by using an event, that takes the object name from a variable that changes?

    The "create object" -action seems to only allow objects to be picked by selecting from a list, and not trough dynamic variables? Is there some way around this?

  • Thanks for this great plugin!

  • Ah okay, it was simpler than I feared! Thank you very much!

  • Hi!

    Is there a good reason why I can check if a touch begins on a specified object, but I can't check if the touch ends on a specific object? For touch ending there is only "On any touch end".

    Why would this be useful?

    Because if someone touches on a button they didn't really want to press, they could simply slide their hand away from the button and it wouldn't activate. You know, just like we are used to that if we click with the mouse but then regret it, we can move the cursor to a different location before releasing the button and the click won't be registered.

    Or is there some simple way of achieving this already with the current touch functionality?

  • Hi!

    Is it possible to clone an array using events?

    Why do I need it?

    There might be other solutions that I simply fail to see, but here's what I'm doing:

    -I have an array that stores amounts objects the player has

    -I loop through a second array which checks if those objects are suitable to use and in this loop I reference the first array: for example, if the corresponding position in the first array has more than zero, then I render an object visible using the loop. So if the corresponding position in the first array has the number two, I first render one object visible and subtract one from the corresponding position in the first array. Then I render another copy of the object, until the corresponding position in the first array has become zero.

    The problem is, I don't really want to subtract from the first array permanently, I'm only subtracting for the sake of the loop. That's why I was wondering if there is a way of making a temporary duplicate from the first array just for the sake of the loop?

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  • Thank you so much! That worked!

    If someone else with the same problem is reading this, let me point out that to do what Aphrodite suggested, I had to choose "system"-->"compare two values" instead of "compare variable".

    Thanks again!

  • Thanks for your reply!

    That doesn't seem to work in my situation, because I'm looping through positions in an array, so there is no place where I can insert the lowercase() expression.

    My code is like this:

    myArray For each X element

    --myArray currentValue ="a"

    I also don't want to permanently manipulate the contents of the array (I need to retain the mixed case letters, just not for the comparison).

    Damn.. this is more difficult than I thought. I wonder why =equal to "a"|"A" is not working.

  • Hi!

    Is it possible to compare a string variable in an case insensitive manner?

    Let's say my variable can have "a" or "A". I tried to make an =equal to "a"|"A" expression, but it didn't work.

  • Phew, I finally got it!

    I will attach a capx-file in which we first take a string and store each letter in an array. Then we loop through the array and manipulate the contents based on variables. Finally we output the array back to text and use Tag Text to color specific letters of the sentence!

    Very cool!

  • Hi!

    I need to write text in which each character can be separately colored. I found out that the Tag Text plugin can do that.

    The way Tag Text works is that you give the letters you want to color a tag by giving them a class. For example if I wanted to color the letter "t" in the sentence "My example sentence" I would have to type it like this:

    My example sen<class="tagged">t</class>ence.[/code:1m7uwsbc]
    
    I need to choose which letters to color dynamically based on variables. How should I approach this problem? My initial thoughts are that I should maybe store each letter of the sentence separately in an array so that I can loop through them and add the class when needed.
    
    Is it possible to take a sentence and automatically store each letter in an array? I'm trying to avoid having to put each letter by hand to it's place in the array.
    
    Any thoughts are welcome!
  • Hi!

    Thanks for the reply!

    I was suspecting IID might not be the greatest solution.

    But I don't know what the right way to do the following is:

    "Assign whatever level you want each door to be."

    Should I do this assigning with a loop function or can it be done without any events?

    EDIT:

    To answer my own question it turns out instance variables can be changed directly in the editor for each instance separately. This certainly makes things a lot easier!

    Thanks for your help!

  • Hi!

    I'm trying to create a map-system from which the player enters new levels.

    My approach so far has been like this:

    -Create a global variable for storing the number of levels passed

    -Create doors on the map as instances of one door object

    -Give the doors a boolean instance variable called "unlocked" and set it to False by default.

    -Try to loop trough the doors and toggle the boolean if IID of a door is smaller than the global "levelsPassed" variable.

    The last part is giving me trouble (and I'm not even sure if my whole approach to this map is a good one).

    Here's what I tried for the loop:

    Condition 1: For each door order by door.IID ascending

    Condition 2: levelsPassed > door.IID

    Action: Set unlocked to True

    I'm still a newbie and that might be a very bad approach

    So in a nutshell, what would be a good way to loop trough my doors and toggle their instance variables based on the number of passed levels?

    EDIT:

    Turns out I was making a simple mistake and was setting the boolean to false instead of true. So this actually works!!

    I guess my only question would be that do you think this IID-dependency will give me trouble later on? Is there a smarter way to assign unique identifiers to the instances?

  • Thanks, this was helpful!

  • Hi!

    It's an animated door sprite. When the game starts all doors should be closed. However the animation plays when the game starts and the doors open. Couldn't find an animation property that would say something like "play initially". I know I can create an event that runs on start of layout and stops the animation. I was just wondering if there was a way to keep the sprite animation stopped in the beginning that doesn't require an event.