oosyrag's Forum Posts

  • The trigger once applies to the entire event.

    Once the conditions of the event are true, it will no longer run until the conditions are false again.

    In your first example, when the first instance rises above a certain point, the event becomes true and runs once. It never becomes false again.

  • You can attempt to manually spread out the ajax calls across multiple frames to try to lessen the load on any given frame.

    Use an incrementing counter to keep track of the progress.

  • Because gamepads operate on axes. They output a coordinate between -100 and 100 for both x and y axes, so you can get a 360 degree direction and magnitude.

    If you mean the d-pad with four arrows rather than an analog stick, those are mapped as buttons, you just need to identify which ones.

  • When swiping, you can push X and Y coordinates of touch to an array at your desired interval. Then it is just a matter of having your circle move to each set of points in the array in sequence.

  • Although I just discovered this myself and have no idea if there are active users.

    (Edit: There are, in chat at least)

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  • Javascript uses doubles for numbers, which has a max integer value of 9007199254740992.

    So that would mean if you created a million new sprites every tick, uid's would overflow after a bit longer than 4 years of continuously running at 60fps.

  • I would just have one set of instance variables for your player object. When you change ship types, there is no need to keep the stats of all the other ship forms in instance variables.

    In the same action you change ships in, set the instance variables to the relevant ship's stats. I'd use an array to keep track of which stats are associated with each ship.

  • Hmm your excel doesn't seem to save the csv with quotes or newline line breaks. I'll see what I can do.

    In the meantime, are there any options when you export to csv to have each field encapsulated in quotes and have line breaks for rows? If you can turn those on, it should work as is.

  • If you send me an example of your CSV, I can see if I can fix the converter to work with it.

  • Here is a .csv converter (c3) which can convert construct array jsons into csv and vice versa - https://www.dropbox.com/s/of8uwu07mx2iq ... r.c3p?dl=0

    Otherwise, you can try looking into this shuffling example - https://www.dropbox.com/s/a51uncbvcp6un ... .capx?dl=0. The "Parse Deck List" group is where I grab the contents from a csv to load into an array. (It can actually be simpler, but in this example I included more data about the cards, such as suit and value).

  • Alternatively you can try fading the volume of each individual bullet's sound depending on the weapon.

    But it would probably be best to use different sounds for different weapons...

  • It works. Without seeing your event sheet, there is no way for us to figure out what is wrong with your implementation.

    https://www.dropbox.com/s/3ly5ej6b9w6cu ... .capx?dl=0

  • You want to use blending modes layer effects, I forget which one though. Check out the blending modes example included with construct, and remember to enable the force own texture property on the layer so it doesn't affect everything below it.

  • You need to set the array size in the array properties. Anything outside the bounds of the array will be 0. Either have the size large enough to fit all your values, or use the "push" action to add array cells as you add values.

  • Use multiple sprites, optionally in a container or pinned.