thegrind's Forum Posts

  • Hi,

    The 'trigger once' condition seems to be reset when switching layout. Is this supposed to be the case? If so, why, if the original condition hasn't changed.

    Thanks, and cheers,

    thegrind

  • 1920x1080.

    But please let me know what you are thinking. Doesn't the attached capx produce lag spikes when you run it?

  • I tried it and it changes nothing. I also already tried a std. sprite.

  • Testet on Macbook Pro and powerful WinXP PC, lag spikes in both (while running at 60 fps - screen framerate).

    Concept demo: [attachment=0:1hx86vly][/attachment:1hx86vly]

    Is there a better way to implement scrolling text?

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  • On start of layout, I make an AJAX request for a project file (json file).

    On completed AJAX request, I then want an array to load the JSON string from AJAX.LastData.

    No problem.

    I seek an elegant way, to make the system wait for the array to be filled, before continuing. - (something in the process seems to take a few system ticks.)

    Cheers,

    thegrind

  • Hi

    I still think you didn't pick right, and I delivered the solution to that, in my first reply. However I got intrigued by the collisions taking place, relating to the pick of EnemyFeet by comparing distance. Seems unreliable - measured weird distances, which in effect didn't trigger the function call, despite collision being detected - I dunno why :(

    You might find the capx file, resulting from my tests, useful:

    uidpick_collision_test.capx

    Cheers,

    thegrind

  • Do you want to disable the bullet behaviour, for all Enemy instances when any given Enemy instance collides with the player, or do you want to disable the bullet behaviour, only for the Enemy instance colliding with the player?

  • I haven't tried this, but maybe create an invisible sprite. You then give this sprite the ScrollTo behaviour. Then every tick set sprite position to Player.X+Your_Value and Player.Y. But it is hard to advice about, without knowing more about your game.

    Cheers,

    thegrind

  • I assume your problem is solved - correct?

    Cheers,

    thegrind

  • Do you have a capx example of the problem?

  • In your Player collision with Enemy, you don't select EnemyFeet - thats the problem.

    Another thing - be careful with collisions, sometimes (depends on incoming angle) you might not detect collisions, because the Enemy hits the PlayerFeet sprite, but you check if Enemy collides with the Player sprite.

  • Yes, that was also my observation. I see I managed to explain it differently in OP :)

    (OP fixed)

  • Very simple linked capx exemplifies clearly:

    http:// ak47.dk/test/demo/event_touch_demo.capx

    (Please look at the event sheet and try to toggle)

    I tested it in Chrome on a PC with a mouse.

  • Use 'Set angle toward position' instead, and it will work. You try to set an angle by addition of x and y coordinates.

    Cheers,

    thegrind

  • Hi

    I have 2 object types in a container. Event on one object instance -> Action on its container twin type instance doesn't work with 'Touch - Is touching'. It does however work with 'Touch - On touched' and 'Mouse - Cursor is over'.

    I would expect only one container instance, to be affected by the given event and corresponding action, in all 3 cases.

    What I would like to know is, do I misunderstand something about events/containers/touch or is this a bug?

    (Capx in post below - forum will not allow me to edit and update post, when it contains a hyperlink.)

    Cheers,

    thegrind

    (edit: improved explanation)