oosyrag's Forum Posts

  • Not sure... inconsistent results in various situations would be hard to pin down.

    The main thing that comes to mind is that the array compare current value condition only works within an array for each element event, but yours doesn't seem to be the case.

    Anyways I'm glad you got something working! I can pretty confidently say uninstalling and reinstalling would not change anything. If you want to post your test capx maybe I can poke at it a bit, I'm pretty curious now

  • Basically layouts is the proper method.

    But you can get away with teleporting if your game is not too large, which could be a lot simpler to implement.

  • Layouts allow you to manage your graphical memory, only sprites that are used in any particular layout are loaded into memory. It will allow you to have a greater variety of textures between layouts.

    Having everything on a single layout might be simpler to execute, but you might run into memory limitations. Depends on the scope of your game.

    Also "time" does not pass across layoyuts, which may be a consideration.

  • Layouts are a good way to make rooms. Familiarize yourself with the "Global" property and "Persist" behavior, which you can read more about in the manual.

    An alternative way is to build all your rooms on one layout in a separate area, and teleport your player sprite around.

  • You can try in the Job Offers and Team Requests forum.

  • Works both ways...

  • 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.

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  • 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.

  • 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)