Prominent's Forum Posts

  • Use case would be a 3d modeling editor, where you can create a model from scratch, save it, etc. This is something I have been interested in making- using C2 to do it would set it higher on my priority list..

    I have tried using three.js by itself, and was starting to build an editor a while ago, but I was sidetracked, etc. Using C2 to do it might make it easier- so that's why I asked..

  • Does this plugin allow the ability to create vertices,polygons, and manipulate them? For examples, if I wanted to construct a model/mesh, etc instead of loading one.

  • another thing.. if it is an 'Or' block, if it finds one condition true, there is no need to check the following conditions- so why even try to pick sprite2 at all during the 'Or' block? This would be improper if it has to check all the conditions.

    edit: to expand upon the previous post.. say I pick some sprite2 that match a certain conditions, and then do the 'Or', and there are some sprite2 that haven't been picked previously(and thus should be left out of the 'Or'), then it should only check the ones currently picked(it shouldn't have to check all the sprite2 during the 'Or').

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  • that's fine, but shouldn't this work?

    [attachment=0:2t5hor1a][/attachment:2t5hor1a]

    If you pick a sprite2, it should keep that picked.

    So there's an issue going on here.

  • The sprite2 isn't made visible.

    What version are you using TiAm?

    I'm using r190.

  • Problem Description

    ____ When you have an 'Or' block with a condition <> "" and that object equals "", and there are other conditions that are true, the subevents don't fire ____

    Attach a Capx

    ____ [attachment=1:35fh9o8u][/attachment:35fh9o8u] ____

    Description of Capx

    ____ [attachment=0:35fh9o8u][/attachment:35fh9o8u] ____

    Steps to Reproduce Bug

    • make 'Or' block with some true conditions, and one condition that is false ( <> "" )
    • add subevent that checks if object is invisible(true), with action to make visible. Observed Result ____ The subevent doesn't fire. ____ Expected Result ____ The object should be made visible ____ Affected Browsers
      • Chrome: (YES)
      • FireFox: (YES)
      • Internet Explorer: (YES/untested)

    Operating System and Service Pack

    ____ Win Vista sp2 ____

    Construct 2 Version ID

    ____ r190 ____

  • drop a toon? I'm not sure what you mean by that.

    You just need one player in one layout, and if it's Global property is set to True, it will carry over to any layout you switch to. If you put other players in other layouts, then you'll end up having multiple players.

  • have you tried putting the instance variable action in the oncreate event and changing the object to the family?

    Why would you loop until Heroes.count to create heroes? Count is the number of heroes that have already been created. BTW, If you have members of the family in the layout when the layout starts, the on create will automatically get called.

  • What do you mean? If the members are in the family, then when they're created they will be automatically added to the list.

  • Is your player's Global property set to true? That would allow it to stay present from layout to layout.

    If you're getting multiple players, perhaps you have an event somewhere that is being called which creates a new player- if so, you should make a condition for it that checks whether a player exists or not before creating one. One way to check if a player exists is to compare two variables, and then use player.Count > 0..

  • Perhaps you can remove the actions after the create object actions, and put them in a separate Event, condition: Heroes > On Created...

    This way, whenever an object in that family is created, it'll run through just 3 actions(the actions you had after the create object shown in your image).

    The heroes family will need to have the instance variables and behaviors applied to the family.

    Or create a seperate family if you need other things besides heroes, etc..

  • yes, it is possible.

    How you want the sprites to move would help determine what the best way to collide with walls/sprites is.

  • Perhaps you're positioning the arm before the events that move the body. You should put your events that position the arm after the events that move the body. If the events that move the body are after the arm events, then it will look like it is lagging because the arm would be positioning itself to the previous body position and not the current position.

  • What changes are you making to him? What changes don't you want made?

    Do you have the global property enabled?

  • Difficult to discern as to why that would be. Would need to see the events in order to understand what is going on. Providing an example capx file would help.

    My first guess would be that you have an event somewhere in your event sheet- On collision, that destroys the sprite.