oosyrag's Forum Posts

  • Best practice - actually read the manual. It's really not that long. You don't have to memorize it.

  • You can use the system compare two values, spider.count=0, as an alternative.

  • What do you want to do with the distance?

    You could set a text object to that expression, and it would display the result.

  • Are there any spiders at all? Perhaps there are no spiders that are not on screen either? Which would make the condition fail, and action not run.

  • That's tricky, if the shapes can be anything. I imagine using the canvas plugin to take a snapshot, then count contiguous pixels with a flood fill would be a straightforward way to go about it.

    Edit: or rather than a flood fill, sizing the canvas to fit the shape and scanning line by line would be even more straightforward.

  • The most straightforward way would be to check each shape at every free square, in every orientation, until there is a valid move, then stop the loop. If the loop completes without finding a valid placement, then game over.

    It is a brute force method that doesn't scale very well, but there shouldn't be any problem within set constraints like a 10x10 board.

  • I would expect this OR-condition to either pick all of the instances that are to the left of X=500, or pick all of the instances that are above Y=500. Even as we're talking about this, I struggle to think of what else it could logically do.

    You say it should be one or the other, so which would your actions apply to? It makes sense to me that sprites that meet either criteria would be picked for actions to happen.

    Based on this thread, it sounds like what would happen is that it would pick all of the sprite instances that are to the left of X=500, while un-picking all of the sprite instances that are above Y=500. Is that what is supposed to happen?

    If picking was reset between or conditions, that is what would happen. Which isn't what currently happens, but that was the provided example of what would happen if picking was reset.

    > You could file a suggestion, but based on the problems I've shown, I don't see a better way it could work unfortunately! Then there's also backwards compatibility: we can't just change how thousands of existing projects work...

    Would it be possible to add a true OR condition? Or would that require fundamentally changing the way things work.

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  • We do have both ways now though, an or block doesn't reset picking, and an else-if does.

  • I haven't looked at the source yet but if the problem is that you don't know where to position your border because the position can be random/variable, then the solution is usually to save the randomized value in a variable so that it can be used for other things later.

  • Iirc example projects and templates are royalty free, but if you want to monetize a project and anticipate making more than a certain amount of money you'll need a business license for Construct 3.

  • What's wrong with looping?

    Without looping you would be able to insert breaks but they would not be taking word length or spaces into account.

    I'd approach this with len() too, but using len() isn't perfect though. Just counting characters does not guarantee that any given string will fit into a certain pixel width, since different characters take up different amounts of horizontal space. That's why rojo discusses measuring the text.

  • It looks like the moveto behavior's stop on solids property doesn't actually let the objects collide or overlap, it stops before they touch at all.

    You can use the stop moveto action on collision to stop instead of the stop on solids property if you want collision based events to fire.

  • + Sprite: On Pathfinding path found
    + System: Repeat Sprite.Pathfinding.NodeCount times
    -> System: Create object Node on layer 0 at (Sprite.Pathfinding.NodeXAt(LoopIndex), Sprite.Pathfinding.NodeYAt(LoopIndex)), create hierarchy: False, template: ""
    
  • Is your text box large enough to contain the word? If the word doesn't fit, it doesn't get displayed at all instead of being cropped.

  • If it is changing animations when idle, you have some other events interfering. This may be related to your moving animation playing when idle. Try to isolate the issue by disabling all related events until you find out the cause.