Magistross's Recent Forum Activity

  • Yep, the following sentence might be the culprit :

    If you want AJAX requests to your server to work from any domain, or in preview, you can configure it to send the following HTTP header

    hat does "it" refer to, the server, the request, the AJAX plugin ? It seems to assume you know what a response header is and where it should be configured.

  • Sprite object all share the same set of animation and animation frames. You can't have two instances of the same object with the same animation name and frame that look different. One way to circumvent the problem would be to have a lot of placeholder animations and/or animation frames (depending on the needs), and keep a dictionary of the "mappings".

  • The number of rows is irrelevant as you will always have to search the entire array. The easiest method of doing it is a function with two local variables, that will return the index of the row with the minimum int. First, set the localVar1 to array.At(0,3) and localVar2 to 0, then Repeat array.width-1 -> if array.at(loopindex,3) < localVar1 then set localVar1 to array(loopindex,3) and set localVar2 to loopindex. After the loop, set return value to localVar2. Then you can access the array at the correct index and do whatever you want like Array.At(Function.Call("functionName"), [any y index]) to get a particular uid or the value.

  • You could try using the CSS "opacity" property of the slider bar so it becomes fully transparent (Set CSS style "opacity" to "0"). Transparent DOM control still function as normal, so this should work as you first intended.

  • You can keep track of the "delta angle" using the anglediff function. It returns the smallest difference between 2 angles. i.e. 355 - 5 = 10 or 5 - 355 = 10

  • Yeah, that's basically adding an else statement to the first sub-event. Here's the capx, with added mumbo jumbo to hide all NPC but the "speaking" one. Not really necessary but I tried to reproduce your events as closely as possible.

  • I edited my message and added a possible for way to deal with multiple lines of text at once. If you need help with arrays I'll be happy to oblige.

  • I know you are asking for help but I can't resist and shamelessly plug my Dialogue system template. You can fiddle with it on the demo page. Here's a short dialogue example that you can load with it.

    As for your problem, I guess you could always "stack" the lines of dialogue in an array and pop them one at a time when the DestText.Text = DIALOGUE_PLACEHOLDER (Line fully shown).

  • For my curiosity, could you tell us what were those actions?

  • Functions order in the event sheet is irrelevant, as they are pure trigger. As sqiddster said, a function call is executed and "end" even before the next action in the same event. Unless you have any wait call in the function or just before, it shouldn't run in the frame "after".

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  • After a bit of testing I stumbled upon a rare occurrence of a "bug" that leads to some cells getting wrongly "typed" (a "Corner" getting labeled as "FakeWallSpot", for instance). The problem comes from the "cleaning" part where lone obstacle "cell" get removed. It's a bummer, but the only way to ensure that the bug never happen is to do the cell "typing" in a separate "For each XY" on the cleaned array, thus increasing the generation algorithm run time.

  • Oops, I've added a condition in your previous capx and forgot to tell you about it. In event 20, be sure to restrict function calls to empty cells. So add a "Cave : Value at cave.CurX, cave.CurY = 1" before the "Pick CellTypePos..." and everything should be good.

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Magistross

Member since 4 Jul, 2011

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