PabloDev's Forum Posts

  • Ok, I thought that the end of the bar was the slowest but the center of the bar is the slowest speed.

  • The effect is fine but ...

    Why is there no speed parameter to make everything slower?

  • SOL mean Selected Object List, which is the list of picked instances. So it's not really related, but only the question if certain entities are really being evaluated based. Because it is an OR statement, like the thread I mentioned, I wondered if either the Touch or Keyboard was not being 'selected for evaluation' because it is one or the other.

    I don't know. The documentation refers to triggers as an example; it's almost as if it only applies to triggers, although it doesn't say it explicitly.

    Ashley, I was wondering if you (or anyone for that matter) could spare a brief moment to enlighten us poor souls why the OP's scenario doesn't work, and why my post (#2) behaves the way it does (i.e. it seems like when two plugins -- Keyboard and Touch -- are tested as True in an OR statement, only one of the plugins 'make it through' the sub-event in order to be evaluated). Would be much appreciated.

    Thanks for the info

    We remain unanswered about this.

  • Those parentheses solved the problem.

    Thank you!.

  • Thank you for all the information.

    My problem was solved, I do not know exactly how but I was investigating for 4 days, doing tests and everything seemed correct although the problem persisted. Yesterday at some point I had to change something and the problem was solved. I can not know exactly what was causing my problem.

    One last question, please.

    If I raise an event with the value 1 in integer.

    The received event will have the value 1 but this will be a literal value, not a integer, am I right? I will have to use int to get the integer value 1.

  • These WEIRD behaviors that are not documented are nefarious and can drive more than one crazy when you have a broad code.

    Your idea is fine, thank you, it would be necessary to see if it is a bug or it is not a bug.

    No doubt strange it is.

    I use a translator and if I am right, the official documentation does not report this.

    By the way, what is the SOL?

  • Thank you I'll try that, it had not occurred to me and it makes sense.

  • Hi.

    I keep the mouse pressed on the screen (touch is true) and then pulse space but the sprite is not destroyed.

    Why?.

    If you underline "Z is down" then it works.

    https://www.dropbox.com/s/1rt29j5le6b6d4g/testKey.capx?dl=0

  • Hi.

    I have two groups of conditions.

    The upper one are two separate conditions.

    The lower are the same two conditions but in an expression.

    The problem is that it only works for me if the conditions are separated.

    Only the top group works.

    Why? They are the same conditions, the lower group should work canceling the upper group.

  • Then these triggers are more suitable to contain the actions to be executed.

    That is, it is advisable to use them like this:

    Thanks for the info.

  • Hi.

    Can someone tell me why the sprites are not destroyed when I hit the space bar?

    https://www.dropbox.com/s/1rt29j5le6b6d4g/testKey.capx?dl=0

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  • > If you rely on rexrainbow's plugin, use C2. This is my advice for you before your project goes larger and larger.

    >

    A solid advice. Especially since I'm using Construct to make PC-grade games and not just smaller mobile games.

    Though I have never been able to compile .apk's via cocoon.io for some reason. So any Android app I might want to make will have to be imported to C3. Not sure what I'm doing wrong there.

    Also one helpful user informed me that rexrainbow has left the Construct ecosystem and won't be "porting" any more of his plugins to C3. Only thing I needed that is missing is the Firebase ItemTable..

    Are you sure about that? I'm looking at the last messages from Rex but I do not see that he has officially communicated.

  • I'm doing tests

    My game is 1vs1.

    Maybe my packet loss error is due to the two players sending data and trigger the same event 2 with their data sent.

    What happens when two players shoot the same event?

    Is the same event executed twice on the same tick? I think that is not possible and the data of a player will be lost.

    Should each player execute a different event?

    Player 1 sends his data and triggers event 2

    Player 2 sends his data and triggers event 3

  • Hello

    How to control the loss of packages ?.

    Sometimes I press a key but the pulsation is not executed due (supposedly) to the loss of packages.

    How do I make all the beats executed?

    Is there any way to improve this?

    I press the Z key and an event is sent (event 1) to the server, the server sends it to all the players (event 2) but, sometimes, some players do not receive it.