ramones's Forum Posts

  • No problem. Here's an example: createObjectsNoOverlap.capx (r200)

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  • The first problem you can get around by creating all of the objects first in one event and then do the checking in another. Like:

    on start of layout -> create 200 rooms

    on start of layout -> check for overlaps

    For the container picking problem, you can use families. If rooms are in RoomFamily and walls are in WallFamily then picking RoomFamily won't pick the matching walls so you can pick them separately. There are probably other ways to do it like using another sprite that you place on top of a room and check if it is overlapping any other walls (or more than 1 wall?).

  • I can see a couple of problems there. There's the picking newly created objects problem and then there's a container picking problem (assuming WallBlueprint is in a container with RoomBlueprint).

    I think what you are trying to do is: you create a room and a wall and then you want to pick the newly created room plus all of the previously created walls and check for overlaps. Right?

    When you create an object, it is picked in that event and any sub-events but you can't pick it through a condition until the next top-level event (except for pick by UID). So, in the first iteration of the loop you create a room and a wall. They are both picked for the rest of the sub-events. In the second iteration, you create a new room and wall. Now those two are picked. The objects created in the previous iteration of the loop are no longer picked and can't be picked again by conditions (except by UID).

    The other problem is that if you pick an object in a container then it picks all the other objects in that container. When you pick a room, its matching wall gets picked and when you pick a wall its matching room is picked. You can't pick them separately. You can't pick just a room from one container instance and the walls from another.

  • You'll probably have to implement your own double jumping.

  • Something like this:

  • Yeah that works well. timestamp_difference.capx (r200)

  • You could convert the timestamps into JavaScript Dates and subtract them:

    http://stackoverflow.com/questions/3075 ... ate-format

  • Have you created all the animations?

    The animation event shows "" by default. If you delete that and type " again it will show the auto-complete.

  • It's accelerating for 1 tick? Try setting the speed instead.

  • khenkel The manual is only updated for stable releases.

  • In the "Compare parameter" condition you put the parameter index as the first value so it should be "Function: Parameter 1 <= ..." and not "Function: Parameter Self.Param(1) <= ...".

  • It works great at low speed but you have a bug if you drag the sprite quickly.

  • You should be able to get it with MDrone.UID.

  • Same thing, just swap Sprite for Family.

  • Here's another option using some placeholder position sprites at the different locations. For each sprite you want to place, pick a random unused position sprite and place it there.

    random_position.capx (r200)