Gearworkdragon's Recent Forum Activity

  • Sometime if you are not watching you might be using a text of a number so Int in this case would just give you the text as a number.

    Texts and number are two different thing even if they show the same thing.

  • Ok so let me say this is some crazy weird debug issue i have. So as you all know we have two kind of debug test. one with command prompt and seeing value behind the scene and the other one that is just plain browser test.

    My code only works for debug with the command prompt. Will not work with regular debug.

    Where it doesnt work is to allow the timer to resume after i told to stop and resizing an image to 0 and this is for some rpg style real time mock up idea i had.

    I have never encounter a situation where it work in one of the debug but not in other.

    Has anyone experience anything similar ?

    Well i dunno if it a real bug or not but I've solved it with (trigger once while true) after image height =0 but still it was quite entertaining to figure out why it would work for one of the debug and not the other.

  • Id would stay away from UID and IDD but rather just product a variable for each and just do when created set variable to What ever numbering choice you like in this case if you still want to use UID and then just function.paramter its variable rather then UID or IDD cause lots of time ive seen it reorder the number a couple of time either due to me modified the layout delete stuff and add stuff tend to screw up the UID ordering and or a bug goes un-notice like accident create and self delete lol.

    Think of it like an inventory without using UID.

  • Solved apparently if i moved the global variable check to deactivate and to add another deactivate in the group that it in just to get the trigger on create to stop firing apparently on created get picked first before on start. I thought i was losing it .

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  • I got this feature working on its own layout perfectly except for one problem it wont keep its own variable in fact it just forgets everything .

    So i want it to load up create the pokedex once as in first time load and keep the variable. So that it wont have to recreate it everytime even though it just the same object with its own variable that wont ever change. Any idea i can do to reduce performance

  • The for loop are amazing. Id would do something thing like during an onstart and duriing a loading screen and do if loopindex = 900 start the game so that it loads it all without player input screwing. Up

  • Well can see that he use size 20,3,1 to make his array the size he need which is X size 20 Y size 3 and Z size of 1. Next to all the number is the X coor of the array so from 0 to19 is the total of 20 X coor size.

    The first x y z coor are alway 0 0 1. If he has on one number used for each most likely its just an X value coor draw a grid based on his size and plug in the value he has for each X coor and you can see how it work.

    Does this answer any question.

  • I have a few question what is the logic in getting 2 ,3 or 4 times. is it random or is it based on condition of the result of your game.

    And right you you can do function such as on end of layout do function

    and then repeat (callback variable)

    do what you want to do.

    Or you can use Timer here

    on end of layout. choose 2,3,4 for a global variable

    Start timer

    and do during timer do the action

    When timer expire substract one

    if compare two value

    First value is global variable is equal 2nd value (0) end the game

    else start timer.

    This should work if it doesnt then i do not know how you are running your game.

  • I know this seem a bit silly but have you tried something like add in behavior movement and set its input to ignore and then use if object behavior is not moving ? as in not = invert ?

    then instead of wait condition you could use timer instead such as if landed on ground start timer of 3 sec

    if it is moving stop timer.

    and once 3 sec of timer is up you win ?

    Btw the Wait condtion only does Wait for condition so that other even can run and when the time is up the wait will allow the rest to go through regaurdless if it met or not the condtional requirement.

    So Timer is your best bet if you want something like what you are asking.

    if you need help just take a look at the timer manual.

  • you could do different frames of the object with each its own object collision mask such as if you have a square object in a

    1-D world that would be fine since the camera is always from above but when doing 2-D or even isomeric where its 2.5.

    It could pose a problem so I've always ruled that its best to make several of the same frame with different collision mask to see which works the best.

    And if you want to restore the object collision back to the original you could make an invisible sprite to check to see when to turn back to the other frame with a better collision mask for your game.

    So in your case find a commonground that you can see the sprite doing and try to adjust the colliosion mask to it. Or you could disable collision until you are far enough away to resume collision. Just some trick I've learn.

  • hmm have you tried doing something like if missile is 100px away from layout edge and then sub event

    I want to say like create the indictor at the edge and then every tick its new Y position and when missile is with-in layout stop following and destroy the indicator.

    But i know that wouldn't work because you would have multiple of them and Im not sure how you would say lock each indicator to a missile without conflicting 50 other missile. Maybe using container such as instead of destroy the indicator you could simply make it invisible and when you destroy the missile you destroy its indicator ? so that when you go faster then the missile out of the screen it could reappear ?

    this is just me brainstorming possibilities.

    The hard question would be how would one code that logic without overwhelm the cpu event from re-firing when there is two different state for the missile object such as one could be in the layout and the other one on the outside at the same time.

    But yeah you can try the plug-in never used them yet.

  • well that persist works wonderfully that i forgot it exist but I knew how global layers work but was hoping that there was a way to say combine some layer into one so that it acted as a sublayer I guess z order would be the sublayer but theres no lock in place for z order ? or is that something ashley is willing to add? It would be nice if sub layering would be possible so that it could lead to better organized object and such without problem of movement of the object. I cannot tell you how many time i would accidently click on a tilemap and moved it i got so frustrated with it i just created like too many layer just to have locking in place.

    But really a object lock in position would be so wonderful. Pretty please.

    But I did go with the layout and persist and i even added in a callback to layoutname so that it would be smart about it. that actually worked out better since i didnt have to deactive the group of player anymore lol.

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