syncdot's Forum Posts

  • 11 posts
  • Did you use the "click" action? How about detecting using on "key up" instead?

    Sounds like Construct2's click implementation detects both key down + key up, and hence the reason for the multiple clicks. Is that true Ashley? I've never ran into this problem, but I think using on key up will solve the problem.

  • spongehammer That's very good to hear! I'll have to try it once I get home tonight. Do you think it's possible to share the CAPX of the physics test project you built? I haven't done any serious test yet nor do I have the slightest idea of how to make one.

  • That's the great thing I love about C2 is its inclusion of a javascript SDK. The event system has saved me a ton of time and makes code organization much easier (I'm a visual person), but when my fingers are itching to code, I'd just go to the SDK and create some custom javascript with C2 and I've to say it does work pretty well! You could really do anything you want - manipulate the DOM within C2 or affect C2 through the DOM, passing logic and variables through externally loaded javascript, adding existing libraries/services support for your project (PubNub, MongoDB), etc.

    With that said, there's no reason why you can't code all your logic with the SDK as a plugin/behavior and then hook it up in C2 so that C2 is just responsible for updating the visuals and receiving the input. Though probably not ideal as it defeats the purpose for having the event system in the first place.

    I've been starting to use shortcut keys to add events and typing in the object names, conditions and actions, and they do make it feel like I'm coding. At least it's a little faster than clicking with the mouse.

  • Yep. I remember making this request a while ago. I would like to see this. BUT lately

    I would rather see Modularity be locked into making GROUPS more advanced.

    Groups can have Objects like Arrays, Sprites..... which don't appear in the Obect list. Just in the Group on the Event Sheet. I would also like Function baked into the Group. As well as expressions to make variables in a Group open or private.

    Then I would love to see it all get wrapped up into a non viewable plugin. Which can be updated by Drag and Drop into other peoples projects.

    So if someone used an advanve gamepad tool made by someone. They can drag and drop and now the group is in the project. With Functions and Expressions accessible as it were an Object itself.

    Then if the tool was updated the other person can drag and drop to update.

    This I think would work well for both OOP design and modularity.

    Yep this is exactly what I had in mind all along, that I can share 'object groups' between my different projects. It will allow reusable objects and make my workflow much faster. I am currently already creating a separate event sheet and layer/group for each important widget in my project just for the sake of clarity and ease of debugging.

    +1 to this idea.

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  • Lookin' really good! Nice art. I can't wait for the demo too! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • thagr8stone If I am understanding correctly, you're trying to spawn a regular sprite object based on the current letter in the global variable string? So letter "D" might correspond to a "house" sprite, and not necessarily a the letter "D"?

    In that case, you could create a Dictionary with the alphabets as the keys and put in the corresponding sprite as the values. So when you loop through the string, use Dictionary.Get("A") to spawn the correct sprite.

    Otherwise if you're just showing the actual letters in the sprite, I'd just do what LittleStain said.

  • Looks very refined! Love the simplistic graphics.

    How is the game played though? I can't seem to figure out from the screenshots...

  • Boolean instance variables is accessed via "Is boolean instance variable set". As far as I know, "Compare instance variable" only works if you're comparing string or number variables.

    I'm not sure what you mean by instance variable expression?

  • Here's what I've come up with so far:

    On click Object,(Looting it)->Set GlobalVariable=1

                                -> Destroy Object

    And on my inventory layout:

    Every tick

    GlobalVariable=/=0 ->Spawn Object at Inventory Slot

                       ->Set GlobalVariable=0

    The only problem with this is that it populates all my inventory slots with the same item. I need to figure out how to select an empty Inventory slot (instance variable maybe?) and then only create it in that specific empty slot, and not every empty slot.

    Thoughts?

    Yeah, I would use an instance boolean variable (i.e isEmpty). Then when you're ready to add item to inventory slot, loop through each slot using "For Each" and if isEmpty = true, add item to slot. Then you must use "Stop Loop" so that item is only added at the first empty slot the loop encounters.

    For example:

    [System]For each Slot

    -> [Slot] Is isEmpty -> [System] Create Object at Slot

                          -> [Slot] Set isEmpty to False

                          -> [System] Stop loop

    Also, other ways you can achieve this:

    1) You can use an inventory array that's set to global. Every time you loot in the world layout, you can just update the array. Then on inventory layout load, you can have the layout retrieve values from the inventory array.

    2) Use global inventory object but when you want it hidden in the world layout, just offset its position outside the canvas (i.e -100px, -100px).

  • Works great! Thanks for the plugin. I did find a typo in the description of the actions "Start time counter" and "Stop time counter" though.

    "Start time counter" says "Time count function that stops a counter. The counter will stop[...]"

    "Stop time counter" says "Time count function that starts a counter. The counter will start [...]"

    I assume you meant the reverse?

  • This is quality! Played the demo and enjoyed it a lot, though the controls took some time to get used to. Does it support gamepad?

    I love the graphics and the mechanics. Solid all around. G'd luck in kickstarter!

  • 11 posts