shinkan's Recent Forum Activity

  • Works perfectly.

    Thank to both of you.

  • I'll start with explanation.

    I have a 'Player sprite', few 'Detector sprites' and 'Text object'.

    There are two global variables "Language", "Player_Action"

    Each 'detector sprites' have two variables "ActionENG" and "ActionPL" - for different language setup.

    ie. for one sprite i have - > ActionENG = window, ActionPL = okno

    It basicaly sets the text object to display the name of currently overlapped instance of 'detector sprite' by 'player sprite', depending of global variable "Language"

    If Languege = ENG it will show text from "ActionENG" and opposite

    if Language = PL - display text from "ActionPL" variable from sprite.

    Main event

    +Every thick -> set text to "Player_Action"
    +If player overlapps detector sprite
    ++If "Language" = ENG -> set "Player_Action" to detector sprite "ActionENG"
    ++If "Language" = PL -> set "Player_Action" to detector sprite "ActionPL"

    My question is: how can i compare actions if player is overlapping an object with current language selected?

    The easy way would be:

    If "Player_Action" = window -> do some stuff

    If "Player_Action" = okno -> do same stuff

    I don't want to go that way cause I have many object with many events and subevents. Choosing that method will make me do everything twice.

    The best solution would be to compare values in one event, something like:

    If "Player_Action" = 'window' or 'okno' - > do some stuff

    but there is no "OR" yet I'm looking for a workaround but after a day i have nothing :/

    Any suggestions, please? :)

  • You just ruined the moment ;P

    heh anyway, those 3 simple things (and layer opacity settings expansion) improved C2 in a significant way. At least for me :)

  • 3 of 4 features added, I was hoping You could add that in next few months but never suspect that in r55!

    Thanks Ashley, after 15 minutes i can feel my workflow gets faster and more precise!

    Ok, I've alway thought less object = better performance, that's way i asked my question above. If you say adding multiple collisions are more less the same as a using many sprite detectors that's fine.

    and yeah hehe that sounds cools;)

    Thanks Ashley!

    Yes that's true, but what if you could use only simple rectangular polygons? Wouldn't they act as a simple one colour fill detector sprites?

    I'm asking because i have many layouts with single sprite's for a background and I have to set few custom sprite detectors for a specific layout - there's some Z layering and other thing to consider.

    If for one layout i have to set let say 5 of them - and I've already have 9 layout, it equals 45 objects for detectors only :/

    I though if I could have multiple collision masks and they could be called in events by name I could save time and export file size.

    Multiple collision masks for one sprite.

    I know that the polygon collisons are on the way but could it be possible to set few of them on one object?

  • You want to spawn fireballs from right side of the screen at random height position? Is that what you trying to do?

  • Thanks Ashley.

    zenox98, no worries hehe i though you're referencing CC but did double check to make sure i really can't see "Set layer opacity" option in C2 ^^

  • yes, but there is no option "Set Layer opacity" in the Actions windows. I can only "Set scale" or "Set visible" (wich is only Visible or Invisible" and i'am after smooth transition from 0 to 100.

  • Is there a way to change Layer opacity on runtime, or it's a feature not yet added?

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  • Good to know. Thanks for the info Kyatric.

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shinkan

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