WackyToaster's Forum Posts

    What's the point of addons that literally do the same as event sheets?

    I partially agree with this. The reality is there are things that are really annoying to do in eventsheets. Or that are complicated to a degree (especially for newer users) that abstracting it behind an addon is really helpful. Simplest example: The platformer behavior. You can code this entirely in events if you want. But it's also surprisingly complicated and it's really convenient to just use the behavior. As a tradeoff, you don't have 100% control over the code (which has been requested and denied frequently)

    Overboys suggestion is actually really good but at the same time I guess defeats the point of all this... which is to remove access to engine internals, period.

    It's the old "powerusers vs little Timmy" discussion again. Powerusers want to have full control and power, but little Timmy can't handle that power and might break his project and throw a tantrum, so powerusers will be put on a leash.

    It will probably show with time, how well this works out. Perhaps, maybe, it turns out better than we all expect (or I'm just huffing copium)

    having it auto generated would be great

    Well... not like we can stop you.

    as well as co-operating with addon developers to ensure the v2 SDK covers all features where reasonable and feasible

    I do hope this will happen. And just to get it started (and it already was mentioned in this thread)...

    It would be easier to not handle 10 different files to make an addon.

    Imo this would be my priority. Because if it's not done now it's never gonna be done. Can it be done? I dunno, but man it's really annoying to juggle all these files. 13 of them... really? I remember whenever I made addons I actively ignored like 8 of them apart from changing the addon id. Surely this can be boiled down to maybed 5 files (including language files). To me it seems too convoluted as to what's happening. Why's there two instance.js for example, what's the deal with that?

    BTW if anyone wants to port my addons feel free. No idea if I have the urge to do the porting myself tbh...

  • The simple solution for this is exactly what you described. Create a Sprite that contains all the individual broken-off parts you want. Then whenever a ship is destroyed you'd do something like this

    Make sure animation speed is set to 0 for the pieces. I also used a variable on the ships family since some ships might break into more or less parts.

  • I've only experienced this with image points. I'd do an apply to all frames which works, but when I switch between the animation frames, it suddenly reverts. It doesn't happen too frequently though, just every once in a while.

  • I tried but it cannot be blocked. Unless there's some trick to it... You probably have to change the button.

  • I tend to lock my buttons via a timer or tweens usually. On press start a timer/tween and then in the conditions check "is NOT timer/tween playing"

  • Bugs should be reported to the issue tracker

    github.com/Scirra/Construct-bugs/issues

  • There's actually a specific action for this which is recommended to be used. From the manual:

    Sort Z order

    Sort the Z order of instances of a given object according to an instance variable. This effectively removes all instances from their Z order, sorts them, then inserts the sorted sequence back in to the holes left behind. This means if the instances are spread across a range of layers, they will be sorted in the same Z order locations, maintaining the same order relative to other instances on those layers. Note this action is much faster than using an ordered For each with an action like Send to front/back, so this action should be the preferred way to sort the Z order of large numbers of instances.

    So it should look like this

    Keep in mind that in your case, you most likely want to sort depending on where the objects feet are (the bottom of the sprite) and not the sprites Y position (which could be in the middle of the sprite) So you can set the variable to self.bboxbottom instead.

  • As the tutorial mentions you can try and use the spreadsheet API

    developers.google.com/sheets/api/quickstart/js

    It doesn't seem terribly complicated, that is if you know some javascript...

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  • You kind of can.

    construct.net/en/make-games/manuals/construct-3/system-reference/system-actions

    Although I'm not sure how well it works. Loading a new layout is generally near instant. I'd argue if you absolutely need an instant change, then maybe splitting it up into two layouts is not the right approach. Maybe have two layers instead that you set visible/invisible instead.

  • In this case you don't need an else. If you click the button the first time, the condition (left side) will be true, so the actions (right side) will be executed. The second time you click the button, the conditions will be false, so the actions will not be executed.

    A different story would be for example if you want to play a sound that is either "success" or "error". In that case you want a specific set of actions to play depending on the conditions. So you'd do

    if not cow in array -> add cow to array, play success sound

    else -> play error sound

  • Yeah that pretty much is correct. When the value is not in the array, IndexOf(value) will return -1

  • It sounds like it was never meant to allow for multiple flowchart controllers in the first place. Could be an oversight, or it's just a bug. Since the big flowchart thread is unstickied at this point I'd just post a bug report and see what happens. Ideally I'd prefer that it's possible to have multiple flowchart controllers.

  • There's also the specific "contains value" condition

    Contains value

    earches the entire array to check if any of the elements contains the given value. For example, you can use this to test if the string "sword" is stored anywhere in the array.