faggatron's Recent Forum Activity

  • thanks, that is useful

    pick by highest/lowest expression would be cool to see even if you can already do it a convoluted way, (much like this you could probably do a weird way before) it'd just simpler.

  • Quick question, what does the new pick by evaluate event do, I have a feeling it could help me out with something but I dont really know.

    Does it pick the highest/lowest of the expression entered or something like that?

    thanks

  • it doesnt seem to verify saves made with the autosave feature (it just corrupted my save file, all i did was load up a game and run it) when it autosaved it crashed and corrupted it

  • This is awesome

    EDIT: err save as doesnt work as far as i can tell, just does save

  • ahhh it all makes sense now, thanks

  • in event 4, if you replace the random number with the object's unique ID (object1.UID) - that makes it bulletproof.

    Did you try this? - because when I do it it doesnt work, (my original problem) they don't set to anything if you set it to object1.OID and they all set to one of the object1's if you set it to object2.OID

    I am assuming this is a bug???

  • I was browsing wikipedia, and came accross this page:

    http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life

    and after realising it was really simple, decided to make it in construct.

    I've probably done it in a really inefficient way but it works and its fun to play about with for bit.

    After adding about 1000 pixel shaders (sorry about the bumpmapping ) I decided to post it

    download link is here

    tell me what you think (shall i post on daily click heh)

  • I love you

  • No they're not always paired, none are paired at the start of the frame, then they pair up as they collide with eachother.

    Basically like with containers, if object1 and object2 were in the same container, then doing:

    always-> object1 set position to object2

    the instance of object 1 would set its position to the instance of object 2 it is assigned to via the container

    I need this sort of effect, but for the instances to be paired up at runtime.

    what I have is loads of object1s and loads of object2s floating around the screen, and I want when one instance object1 collides with an instance object2, these two instances are paired, and I can just add an event to anything else where I need one object to select its assigned instance of the other.

    Like having object1 collides with object2 -> object1 sets private value 'OBJ' to object2.OID

    then,

    when object2's OID = object1.value('OBJ') (pick these two instances) -> object2 set position to object1

    I can imagine there is a simple way to do it, but as i said the best thing i've been able to come up with is

    object1 overlaps object2 -> object2 set position to object1

    which bugs out if for example object1 moves fast

    Maybe it could be done with for all object loops? I've tried sortof placing for all object 1 and for all object2 in the event arbitrarily and shuffling them about with no success (unsuprising really).

    Hope I've explained better

  • -If you move something to a layer, that layer should automatically be selected. When you're moving something to another layer it is usually (for me at least) because you realized you where working on the wrong layer. Also, if you create an object and the selected layer is invisible, it should be turned visible, or you shouldn't be able to create objects on invisible layers.

    I don't think that is really a stupid idea.

    Talking of moving things to other layers I think there should be an option of move to layer when you right click on an object in the layout editor as I always look for it there for some reason

    I know what you mean about getting invert and insert mixed up, though it wouldn't be that descriptive removing the other words, may be a problem for new users, maybe this could be an option or something?

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  • How would I go about pairing two instances of different objects at runtime, like containers, but chosen at runtime.

    What I need is for on collision between object1 and object2, object1 always sets position to object2. (for a while anyway) and these two objects need to stay connected like this. There are multiple object1's and object2's and others pair together aswell.

    I've tried things with object IDs but couldnt get it to work, the best I can do to pick the instances on overlap between these objects, but this bugs out constantly.

    Reminiscent of when I've tried pairing things without containers (horrible, horrible )

  • I have also gotten this a few times

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faggatron

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