teahousemoon's Forum Posts

  • Yes, that is the method I used to first attempt to share the link, but I previewed it myself prior to posting and was concerned when I was sent to my public folder, with all of its contents. I didn't know if others would be sent to that same location as well, while I know others who post their projects do so in a manner that allows for the download to be automatic via the link (at least in chrome).

    Are you saying that your method of sharing does this, intended, action [direct download link]?

    Thank you!

  • Agreed, unless it's a response to someone else that you hadn't mentioned in the initial message, such that they receive a message signifying that a response has been posted to them.

  • I cannot understand whether or not I've found a bug, or if I just don't understand the following situation.

    In the following .capx, go to event 11. If you change the action of this event to the same as the action of event 10, and run the game, events 1-9[EDIT]** no longer function...at all.

    I cannot decipher this. Help would be much appreciated.

    (note, run the game first without changing anything, and click w,a,s, or d when the arrow gets to the spot, like in dance dance revolution.

    You will see the "Perfect!" sprite appear/fade out.

    Then change event 11, as noted. The "Perfect" fails to appear?!

    So I don't understand what is going on. Bug perhaps, and if so, I apologize for posting here.

    Thank you for any help! (this is from r95!)

    https://www.dropbox.com/sh/nfel39soyyejp1m/21M5LSuuLs/C2R.capx

    Also...I'm under the impression that the link above is a bit off-kilter from the 'normal' dropbox links provided on this forum. If so, might someone help to correct my method of sharing?

    I've read the "how to share via dropbox" post.

    Thanks again!

  • ^^ I need to develop eyes like yours to identify those types of statements more often.

    Didn't realize it was an 'unedited' press release :D

    Still good stuff.

  • I was 'warned', or something akin, that spamming is not allowed just now by an automated forum feature.

    This resulted from 3 posts over a course of 14 minutes on the same topic.

    The 3rd post, from which the warning arose to interrupt me, still posted without delay.

    Not sure if this is a bug or not, but I thought it was worth mentioning.

    Posts found here

  • Outstanding! Your recommendation works!

    I clearly have a good bit more to learn with regards to interactive elements in C2.

    Thanks again!

  • The easiest way to fix this, I think, is to simply import each frame as a separate sprite. I was just hoping to avoid that.

  • That's an interesting idea, thank you GenkiGenga. Unfortunately, I don't think it will work, as I suspect that setting animation frame to X under those circumstances will lead to all of said 'objects' instances changing frame in response to that event.

    But I will give it a shot and report back!

    Also, looking forward to checking out your portfolio site!

  • I'm sorry, I'm a little out of it and despite reading a good deal on IIDs in the manual and throughout the forums, today just isn't the day for my brain to be especially adaptive.

    I'm trying to set the IIDs of an object's instances based on its x-coordinates.

    E.g.

    Object1 X=60 ---> set IID to 1

    Object1 X=150 --> set IID to 2

    and then..

    Object1 IID=1 --> set animation frame to 0

    Object IID=2 ---> set animation frame to 1

    et cetera.

    I understand I might need to use instance variables and/or [though hopefully not] nth instances, as referred to in the manual:

    "Pick Nth instance

    Pick the instance at a given place in the internal list of picked objects. This is most useful used in sub-events to act on separate instances. For example, in a "Sprite collided with Sprite" event, Pick 0th instance and Pick 1st instance can be used to act on each instance involved in the collision separately.

    If all objects are currently picked, this condition can also be used to pick an object by its index ID (IID). For more information, see common features."

    Anyways, I'm going to go be active for a bit in an attempt to rejuvenate myself. Any assistance here would be appreciated.

    Thank you!

  • Gamasutra on Scirra

    Old news for us, but nice to see the word spreading.

  • I feel bad to have caused you to write all of that.

    I agree with you and thank you for your time, though I'll seek not to distract you for such a period unless I feel its worth it, in the future.

    I've reviewed the old poll, and can see how several of your points can be related to even just that one (and indeed, wouldn't be surprised to discover if that's where much of your thought regarding this subject was initially generated).

    So yeah, thank you again.

    You did spur my curiousity with "a public list cannot take in to account important work we are doing privately for companies behind the scenes"...

    <img src="smileys/smiley1.gif" border="0" align="middle" />

    Twice now I've typed a good deal more and deleted it. I'll shut up now.

  • selecting the correct uid

    ^I believe this answers my question...

    (quoted from above source)

    Newt:

    "Actually I think the reason its not there, is because uid's aren't assigned until runtime.

    Also there's no good way to guess the uid, because the naming method is shared between all objects.

    What you can do is create the objects and place the uid into a instance variable, and then pick by that.

    Or, you can pick by the sprites index "pick "nth"". This is unique to named object types, so all instances of the same object are easier to pick. Just remember the first is 0, second 1, etc. Then in expressions you can use sprite(index) to reference a specific instance, sprite(0).x would be the first created sprites x."

    ----------------------------------------------------------------------------------------------------------

    More information here:

    Scirra Manual

    and

    Understanding UIDs and IIDs

    Sorry, just didn't know what to look for.

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  • Hello!

    I'm trying to trigger animation frame changes via instance variables, so that animation frames of an object can be switched while other depictions of that same object [with different animation frames] are visible, and unaffected.

    Is this possible? Or is there another way, besides importing each frame of the animation as a separate sprite?

    Thank you!

  • Can you place 'or' blocks between groups of conditions?

    E.g.

    Condition

    Condition

       or

    Condition_________Action (resulting from any single combination)

    Condition

       or

    Condition

    Condition

    I can work around this using subevents, but then I have to copy/paste the actions to each subevent, which is redundant by comparison.

    Just curious!

    Using r95 (but have read the bug fixes from r96-r101)

    Thank you!

  • under the hood spritesheets in Construct 2

    I apologize, I found the answer to my own question. I've read at least some of this blog entry before, I'm not sure why the knowledge didn't feel accessible.