Kan's Recent Forum Activity

  • You should upload the file to a post here instead of giving a link to the file (since you can apparently not post links to the forums yet cause you don't have enough "reputation points").

    Post here again, and use the "Full editor" button below, which will allow you to attach files directly to your forum post.

  • Works fine on my side, thanks! What about you, spacedoubt ?

  • Alright, thanks. I'm happy now I know those two things.

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  • Is there also such an exception with the 'Wait' action?

  • I beg to differ. Sorry for bumping this not-so-old topic, but I see everywhere people saying that sub-events are run one after the other, which appears to be wrong. And I wish it'd be true, otherwise I wouldn't have all those problems...

    So far in my experience, sub-events will run one after the other only if every sub-event is a sub-event to the previous one. It won't work if they are all sub-events of one main event. And that's hard to deal with when using loops. The attached .capx file shows what I mean.

    If anyone knows how to overcome that, I'm all ears.

  • thatserafimkid : Seems to work fine now! Thanks a lot!

    I sometimes get lost when it comes to finding in what order to put instance-picking conditions and which ones to use.

  • Hey there,

    maybe my brain's just too tired, but I can't find how to make this work properly (see capx).

    Basically, I'm trying to select one or several units, then have them pathfind their way to the touch/pointer. Very classic.

    Thing is :

    * I do not use a selection box : every unit is selected when passing the finger/pointer over it. That part works just fine and I like it.

    * And, my units are in a family called "UNITS", which has a family pathfinding behaviour, but they are also in a family called "SELECTABLE" (among with buildings, etc.), which has the "is selected" boolean variable. Meaning I don't select units directly : I select selectable objects, and if those happen to also be units, then they will move on click as units should.

    The issues I'm facing are :

    1. The selection rectangle that marks when an object is selected doesn't always follow the object when it moves (it seems to stick to the object only if it was the first one that was selected or something)

    2. No unit will move unless the unit with the lowest UID is selected. And then, they will move even if they are not selected themselves.

    I feel like it all has something to do with instance picking between families, but I'm really at a loss about what to do to solve it. Unless maybe I remove the bigger "SELECTABLE" family and have the game select every family of objects separately, but that would suck.

    Thanks in advance if anyone can help.

  • Rhindon : Yeah, it probably is. And I haven't even played the latest one on 3DS yet!

  • No prob

    And thanks for the comment on the logo. I had made it long ago, I just never bothered changing it cause...well, you said it, it's cool!

  • +1 for this idea.

    I use to see requests and suggestions in the "Construct 2 general" forum. Dunno if that helps making sure others see it or not though.

  • TiAm, I just reverted to Node-webkit 10.5 following your tutorial, and now it works like a charm. Maybe the developpers at Scirra should tell people to download the older version of Node-webkit-for-Construct-2 until that bug is resolved with the newer version.

  • Reverting to nw 0.10.5 following TiAm's tutorial did the trick. You say I should report the bug with the new version directly to the Node Webkit devs, but will they understand when I'll say I have an issue with Node-webkit-for-Construct-2 ? (who makes the for-Construct-2 versions anyway?)

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Kan

Member since 2 Nov, 2009

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