manontherun's Recent Forum Activity

  • Thanks for showing how to tool around with key loopindex. Unfortunately, this doesn't work 100% properly. (Using "on key press" as example) you see - when you pressed two different keys it will loop indefinately like it was "key is down" event. The native trigger "on any key pressed" however works no matter how or how many you press or are already down. (EDIT: depending on your keyboard I should say, some limit number of keys at same time)

    <img src="http://img115.imageshack.us/img115/9118/loopindexkeypress.png">

    Last event works right. Other two are not quite there yet. As you can tell trying "On Release" produces the same effect.

  • Possible or not? I want to call a function anytime a key is pressed or released. I would be able to do that with 2 events. I figure it more not be possible or hard for some reason if it's not already there?

  • Edit: 1

    [The person that was meant to read this already did so. No content related to guide.]

    Edit: 2

    I wrote this based on experience from using older builds from 2008. Now that I'm getting a chance to thoroughly test newer builds, I can say a lot of the issues that I previously commonly encounted are fixed, or there are better/newer methods to get things done. Rendering some things in this guide obsolete. (I'm tempted to remove this "guide")

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  • I disagree. Sorry for the criticism, just my two cents.

    ll criticisms are welcome [quote:37c6kqkm]There is no information on standard methods of picking, or the SOL.

    There is no information about the SOL in the wiki either, or anywhere else really. Wiki links does/would of covered that stuff for more "depth" if you will. This is intended to point out the NOT so obvious things that no one seems to mention (when I can remember as I go along; hence "as is"), unless it's a explained randomly deep in a thread somewhere.

    As for the tone, we are going for something more interesting here as fun theme, no one will take that seriously.

    BTW Deadeye I meant to link your tutorial also somewhere - your post reminding me. Though linking straight to the wiki would cover it, because I can't remember anything specifically picking related for stuff that's complicated. The last time I downloaded was with the first couple of lessions where someone posted some wierd stuff with walking around on a circle with trig. I would need to look at ones but, it seems you say the new version broke all the caps?

    Guide Stuff

    Today's update will include stuff about actions, triggers, containers.

    the guide isn't really about picking, it's more of a general explanation of various events and Construct features, and how to use them.

    can/should rename it, but I kinda like the name. If there are appropriate wiki articles that would be linked. There's really little encouragement for me to get all technical, I probably can't anyway. :

    What's wrong with using subevents under a for-each loop? It works fine...

    ou are right, they do. I think the words in the guide will agree. It just points out to be careful and not get complicated with for each + sub-event.

    Thanks for comments. I will continue to make updates while trying to think about those "little things" no one else remembers to document for guys like me.

    Cover the basics first, then build on them. Also, I think it would be greatly productive if examples were supplied; documented, basic example cap. Use colored balls - red, yellow, blue - and show how is picking done, the differences etc.

    Good point. I hope someone else considers making a guide like you are suggestiong. Unfortonately, I'd only be capable of doing that with much more experience and completing a worthy game/progject... Then I'd probably have to turn it into a book, because it'd be worth sharing the whole process and it'll have some authenticity. Right now, I can only share what (from my experienced) think should be avoided and very small bits of information I know/remember but don't see them writen elsewhere.

    Summing up rest of thread:

    I guess I shouldn't have wasted my time posting wiki links to every object I mention, cause apparently that doesn't matter and I have to repeat everything in there. Since links don't do any good, we could sum this up by saying: I have the same problem as Deadeye and others who didn't want to start from the very very basic; otherwise, they wouldn't write them due to boredom. But that's my problem because of the name I gave it while writing this on a whim. This is more for the users, future or present, who know enuogh of the basics, but still keep making mistakes and falling into traps because they still attempt to apply them using wrong approaches with no proof that it actually works - or they go overboard with crazy events after seeing an example, or reading a wiki article... These people usually don't need their hand held, but need a push in the right direction or a quick reference with tips that usually cause failure so they can avoid them all together. But hey, I could be wrong.

    I should apologize for all the confusion. I'm used to forums where they understand something that's "cynical" when dealing with computer stuff (cause we all know computers are evil) - it's supposed to be obvious it's not serious (especially in this case because of how lame it sounds... I mean, come on...). Again, that would be my fault. I should know better than to assume.

    I hope that clears stuff up. (4GOOD)

  • Moved here to avoid confusion / wasting viewers time.

  • read and

    If you still want it, pm for it. i may change it into something new when i get time.

  • [solved]

  • Doesn't seem to work as I expected, so I must be missing something? Simply create 3 instances with an always that sets a pvariable to .x.and put one instancee in the middle.

    Enemy: 210 Enemy: Pick with lowest ''x''

    Enemy: 210 Enemy: Pick with highest ''x''

    EnemySet filter to 0

    BTW, I just copied and pasted in this form. The lowest/highest x are supposed to be inverted, I don't know if d is supposed to not show that or not. Anyway, this inverted event seems to pick whatever one I put first in the condition.

    [solution] this does this because pick by conditions arent meant to be inverted so, it will be as if you picked the object instead of inverting to make it not pick like you do with key down event or such. it is a bug in the sense that it allowed you to invert when it doesnt do anything.

  • Also, you could use a global variable to store the instance's pvariable value and use a function call wtih "forget" picked then repick in the function with global being equal to the pvariable.... But I'm bad at Construct and make mistakes all the tinme, so don't listen to me.

  • I only suggest vectical scrolling if that's not already done/planned.

  • The groups are just the same events repeated for each character, bulk rename would just make the process faster. Instead of dealing with a lot of custom flags and calculation, I set it up for each character to only do one thing at once only and auto toggle everything else to ovoid any possible contradiction.. Basically, groups and character don't interact with each other I just dictate all actions via 1 gVariable and 3rd party objects for damage and hitboxes and such.

    Anyho, atleast you give it a look. I'll just have to do it the slow way, good ol fashion style renaming 1by1, It just feels the same as when everyone had to rename every instance of an object.

  • Hightlight all the groups you want to rename and add _1, _2, _3, or whatever, to the end of all the names. it would be good if it could rename the group's actions with the same name too (enable/disable/toggle) to match. And bulk renaming functions and loops, bascially anything in the ESE where we have to make up a random name for.

    Since the action enable/disable for groups won't be able to distinguish between two groups with the same name any time soon, if ever. And groups are much better than pVariables in terms of neatness and toggling, this would be a good feature for people that want to use groups like pVariables and for my previous problem,

    (not lazy, I just have that many pVariables that are actually set up to mimic how groups work, and it's a lot to switch to groups with copy & paste and rename one by one and especially when changing names around).

    Some other people may find this useful and I take it this wouldn't be hard to do?

    There is a program called bulk rename utility if anyone wants to see in action some of the cool things something like that can do and get ideaes. Beware! bulk rename utility is overkill for most users.

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manontherun

Member since 9 Jun, 2008

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