ChefSeth's Recent Forum Activity

  • I just have Timescale and Save/Load...maybe it's just my version of construct.

  • Not to necro a thread, but I'm gonna necro a thread because I can't find this anywhere. How do you do this? What's the xaudio plugin, the audio plugin that's in construct at the moment doesn't have a global setting

  • Again thank you, you've helped me figure out how to set it up with the nickname plugin with your explanation. It now looks like this:

    There's just one tiny thing wrong now, the for loop I circled doesn't seem to be working properly. What I did is in my CSV string I also stored the coordinates that the pieces of each prefab need to spawn at and I parse them with semicolons. The string looks like

    ThreePlatforms,Platform;0;688,Platform;320;576,Platform;624;448,,,,

    So it gets the prefab name, the piece of the prefab, then it can parse through each piece and get the coordinates.

    It's returning the data properly if I just look at the individual tokenat statements ( example: int(tokenat(tokenat(P,loopindex,","),2,";")) ), but the for loop I circled doesn't seem to be executing properly. I need it to cycle from 2 (where the first piece's name is stored) to the last one, and I thought that would work but it doesn't. Any ideas?

  • Ok, you've helped a lot so far, thank you so much! I still am having trouble with the for loop though. I can almost see what I need to do it's just not quite coming together yet. Here's what I have so far:

    I'm using the rex_nickname plugin to spawn objects based on a string, so it gets the name of the prefab sprite first (which is the first token value) and then spawns it, but then I can't quite figure out how to spawn in the other objects on top of it at the right imagepoint. Any ideas?

  • Hey I know this thread is a little old, but I'm trying to use this plugin and I can't get my excel spreadsheet to convert to CSV. It just makes an identical excel file with all my data in it, am I missing something?

    EDIT: Nevermind, I realized what was up. My bad.

  • I'm making a randomly generated platformer, and those methods sound like they should work, I'll do my best to implement them but for loops confuse the garbage out of me. I've read the tutorials on them and stuff, they're just hard to visualize for me. I'll keep at it though and hopefully figure it out.

    EDIT

    I'm going to do method 2, but I'm not sure how to setup the excel document. The thing that's tripping me up is the image points, there will be different numbers of image points on each prefab, so how exactly do I store it? Something like this?

       World     Imagepoint1     Imagepoint 2     etc
    1  First   "Left Platform"  "Right Platform"
    2  First    "Top Platform"
    [/code:2n4ikyd7]
  • Sorry, could you demonstrate what the for loop for the image points looks like? I'm gonna keep trying myself but for loops in Construct are just super weird to me

  • That is kind of a crummy way to do it, but if it's the only way to do it, it's the only way I guess. Thank you!

  • Ok so this is all I want to achieve. I have these pre-arranged segments as shown in the picture, and when the layout starts I want them to be placed next to each other in a random order. The plugin linked above doesn't let me do that (or at least I don't see how it can) Can someone explain to me how to do this? I can do the random part myself, it's the arranging I'm having trouble with

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  • Thanks that should work. I don't know why I couldn't find this when I was googling around, but I have it now!

  • I want to be able to spawn groups of instances in Construct, is there any sort of extension or something where I can define groups in the editor (or at startup if I must) and then spawn them? So I can have a sprite and another sprite and have them in a group, then I can make a new instance of both of those sprites and have a completely different group, and spawn each group independently. It also needs to remember where the instances are in relation to each other in the group, so when they spawn they look right. Thanks in advance!

  • Ok so after doing some tests, i realized that the debug mode itself causes the frame rate drop. I was able to observe the frame rate without it being open and it was a solid 60, so I guess the lesson is don't trust debug mode?

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ChefSeth

Member since 9 Oct, 2014

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