theubie's Forum Posts

  • silkc2

    You're probably running into something similar to what Ashley stated about objects not being completely created until the tick is completed and started again. I'm assuming that the same probably holds true for the destroy action as well, since I know for a fact that I can still access variables and properties of objects after they are given a destroy action.

    If you pull your clean up events out from under the destroy and make them their own events, they'll work as you expect them to, as they'll check the count every tick, and thus the first tick after the destroy, once everything is actually gone, they'll fire.

  • Your problem with this specific capx is the trigger once events.

    Few tweaks and cleanup resulted in this capx (r120.2)

  • Signatures have to respect BBcodes. Kyatric describes is very well here

  • Pin Behavior

    When you destroy an object, check for any other objects who's PinnedUID which match the UID of the sprite being descriptor and destroy those.

  • Need more info on how you're dealing with the LoS field. Is it it's own sprite? If so, then you want to use a container

    If you put the sprite you're using for your detection field in a container with the enemy sprite...when a specific field is picked, it will automatically pick the enemy in that container.

    If you're going about it some other way, then you'll need to provide us with a capx or some code to look at.

  • Make the enemy, snowboard and snowboard print all part of a container.

    Container manual entry

    When one object of a container is destroyed, all other objects in the container are destroyed.

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  • Manual Entry for Arrays

    You would first use push to push each player into the array's back, putting them in the order you want. To find out who the current player is, you look at the first element. When it's time to move to the next player, you're push the first element to the back, then pop the first element (removing it) thus making the 2nd element the 1st.

    push 1

    Array(1)

    push 2

    Array(1,2)

    push 3

    Array(1, 2, 3)

    push 1

    Array(1, 2, 3, 1)

    pop 1

    Array(2, 3, 1)

    etc...

  • They don't do anything, they have no use value.

    Except you need 500 rep points to post URL links in the forums. After that...*shrug* you're right.

  • For me, the choice is simple: Whichever one I have art assets for. I'm a pure coder here, my wife and son are artists...however our other business keeps my wife busy and getting my son to actually produce finished art (he's good with concept art!) is tough.

    Once of these days I'll have enough to hire artists. Until then, I work on prototypes until I hit the point where I need real art assets and move on to the next one. Have probably half a dozen ready to beta test, and another dozen or so in various states between concept and alpha.

    All waiting on art.

  • Participate in the forum regularly and you'll have 500 in no time.

  • You can always take screen shots, but if you need to show large swaths of the event sheet that might be problematic.

    If he's really adventurous...the event sheets are saved as XML files if the project is save uncompressed. Good luck with him understanding that without writing some sort of parser (which would take a lot more work than just installing Construct 2)

  • ash1221

    If you install the plugin I mentioned earlier, you simply need to create a new page/post with the following short code in it:

    [iframe src='' width='px' height='px']

    That's it.

  • Personally, if it's just incrementing the variable each time, I'd do:

    Keyboard: on key pressed 1

    -System: Add to Variable 1

    If you need to limit the variable, you can use the clamp expression. For example, if the highest the value could be is 2:

    Keyboard: on key pressed 1

    -System: Set Variable to Clamp(Variable+1,0,2)

    If you need to roll the variable back to 0 when it goes past 2:

    Keyboard: on key pressed 1

    -System: Add to Variable 1

    System: Compare Variable > 2

    -System: Set Variable to 0

    etc...

  • The events are evaluate in order. You just set Variable to 1...so when it reads the next event Variable = 1 and it results in it being true.

  • Same issue as lemo.