oosyrag's Forum Posts

  • Text... field? There are Text box objects and Text objects.... unless I'm totally missing something.

    If you use multiple instances of the same text object, you have to "pick" to filter out which text object you want to manipulate by using conditions. Use the Pick Nth instance condition, and any actions will only be applied to that particular instance.

  • It seems to be because you have a line break (newline) character at the beginning of each entry, EXCEPT for the first one. It happens to be invisible.

    You can see if you do Current value = newline&str(List.SelectedText) instead. It will now work for every entry except for the first one. Also make your text box a little taller so you can see it.

  • I'll take a look when I get a chance.

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  • You are using seperate text box objects?

    One way is to use a single text box object, with multiple instances.

    Then you can refer to each one by IID, using loopindex as your IID. (Pick Nth instance system condition)

  • It would be easier to diagnose with a capx example.

    My best guess would be that you actually have many sprites stacked on top of each other. You can't tell at first, but when they bounce there are slight rounding differences for the bounce angles and they separate and you can see them.

  • Generally speaking, less total objects is better. Many instances of a single object is more efficient than many separate objects. This is especially true for sprites in terms of memory use, but not as big a deal for text objects.

    It becomes slightly more complicated to pick and manipulate the correct instance, but it is not that bad if you get used to it.

    In the end if you can't notice any particular performance issues from using many objects, it is not a big deal. Personally I group all objects that serve a particular purpose as one object, and I'll use multiple objects of the same type for different areas (like UI text, data text, menu text debug text, ect.). It's mostly a matter of personal preference how you want to organize your objects and events.

  • I recall a few years ago there was no way to modify existing leaderboards on Scirra arcade outside of deleting and restarting. I'm not particularly familiar with the Scirra arcade though, things may have changed. You can try e-mailing directly to see if they can help you.

  • Not mine, but I check out 2xtacker and MadeWConstruct semi regularly

    Edit: Also not really Construct related but saint11 is an outstanding resource for the aspiring or journeyman pixel artist.

  • If you want something to happen over time, you do not want to use a loop. Loops resolve "instantly" in one frame.

    The entire event sheet is actually a loop that runs once per frame, so simply add a variable to keep track of the state of the sprite, for example "rotating". On button press, toggle "rotating" to true. While "rotating" is true, rotate the sprite.

    Remember to add an event that sets "rotating" to false when you reach the target angle. (Or nearly reach, watch out for rounding problems)

  • I don't have an example capx, but I believe Airscape used a system where the player sprite was more or less static and the controls moved and rotated the entire map layer around.

    Or you can use a custom jump event. Rather than allowing jumping only when grounded, you can do a collision check at offset or use an invisible helper sprite to determine if the player object is "close enough" to the ground to jump.

  • Was there something specific you wanted to know?

    The tooltips are basically what you would find in a manual entry. The expressions don't have tooltips but the names are fairly self explanatory.

  • Isn't there already a construct discord group?

  • What browser are you using?

    Do you have multiple layouts? Are you previewing the correct one and not an empty one?

  • What is your array size? (In property)

    Try using push back instead of set value at.

  • I see what you mean now.

    Try adding 2 fade behaviors. The first one can be called "fadeIn". Fade in time x, wait time 0, fade out time 0. This one is responsible for fading in only.

    Second one "fadeOut" with fade in time 0, wait time 0, and fade out time x.

    You can use each of these individually by using the restart fade on the correct one when your mouse over/mouse out conditions are met (remember to add trigger once).