rexrainbow's Recent Forum Activity

  • septeven

    Never mind. I understand it will take a lot of effort to maintain it manually.

    Or you could make a server to let plugin makers/capx makers upload by them-self. Server could provide a table to help them write some descriptions for showing on client.

  • Candescence

    Here is a beta version of function plugin with recursion supporting, and a test capx.

    I add a memory stack to support recursion and test it by factorial calculation in capx.

    This can calculate factorial correctly.

    <img src="http://i1081.photobucket.com/albums/j352/rexrainbow1/correct.png" border="0">

    However, this can not.

    <img src="http://i1081.photobucket.com/albums/j352/rexrainbow1/incorrect.png" border="0">

    Event sheet is not designed for recursion, so some styles will not cause correct result.

    Sorry, I failed.

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  • Candescence

    I will think about implementation of recursion call.

  • Candescence

    I can catch if a function is NOT being called. Could any one provide a name of this condition?

  • Geo

    SOL is "selected objects list".

    nothing will be pre-filtered, and no filter that the function does is kept past its scope.

    That is SOL, to decide which instances to be operated. For example,

    Event function called "destroySprite"
        action: sprite -> Destroy

    What instances do you expect to be destroyed?

    Test case A.

    <img src="http://i1081.photobucket.com/albums/j352/rexrainbow1/screen2-9.png" border="0" />

    In "test" function, it will destroy all instances of sprite object. i.e. the SOL of sprite object in "test" function contain all instances.

    Test case B.

    Creating instance before call "test" function.

    <img src="http://i1081.photobucket.com/albums/j352/rexrainbow1/screen3-2.png" border="0" />

    The SOL of sprite object in "test" function only contain the new instance. So only one instance had been destroyed.

    The function body is the same, it does the same operation to different instances. Function plugin does not select which instances should participate in these actions. It depend on what you do before calling function (and the design of engine).

    --

    The SOL confuse me sometime, too.

  • Geo

    Function plugin dose not change SOL, so that the result of SOL at "on function" is comes from engine. See this post for more detail.

    --

    the event system is not yet designed to allow triggers to access the calling event's SOL.

    --

    Briefly, SOL at "on function" is whole instances of object by default. It can not bypass calling event's SOL anymore.

    One way of bypass SOL is using Instance Group to save SOL by UID. Then you can pick then by Instance Group at "on function".

    Maybe Ashely will provide an api to allow me bypass SOL to "on function".

    Do I catch your problem?

  • ryuzaki01

    Thanks for using instance group plugin.

    There are two actions which can pick instances.

    • "Pick instances": it can pick a kind of instances in one group. And you can keep these instances in group or not (move/pop these from group).
    • "Pop one instance": it can pick or pop one instance by index, since group is a list structure, too.

    After picking instances, you can use them in event sheet to set their behavior.

  • Thanks, if you would like to make a game as this type, please consult with He is my team leader.

  • Family can not be used in free version.

  • Try Function plugin

  • Ubivis

    Agree, it's hard to make the same result in pure events.

    I would like to release these plugins, but I don't have time to write document.

    newt

    Ooops!

  • Update: version 0.11

    "Action:Create tiles" will trigger "Condition:On each tile cell". Now it can get created instance correctly under "Condition:On each tile cell". So user can do something with these created instance.

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rexrainbow

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