Magistross's Recent Forum Activity

  • I normally use normal for loops and Array.at() anyway. Maybe it's the old school developer in me It's just more flexible IMO

    Not only is it more flexible, it is the only way to iterate through an array and keep the "stop loop" functionnality ! I never liked Array's built-in loops...

  • Then I guess you could do with a bit of reading on How Events Work.

    You'll see that conditions themselves are doing the picking. Pick by evaluate will pick all objects which the provided expression evaluates to a non-zero value, that is by the book. UIDs are non-zero value (except the very first object instance), so you were in fact re-picking all objects that were already in the SOL.

  • There's a lot of picking errors here and there. Why all the pick by evaluate ? All of them are picking all objects with non-zero UID, is it intended ?

    Also, most of these problems stem from the fact that some pick condition scopes might select more than one object and it can't iterate through them unless explicitely said to, by using a for each condition.

  • The functions work because only one UID is ever in the context, referencing the same object through multiple families.

    The "For each" is needed because the system condition "Pick by evaluate" won't implicitely loop through all famEnemyMelee UIDs. As a rule of thumb, when you are using expressions and can't use "Self" to reference your object, take for granted that you'll need a for each.

  • Here's a less than optimized way to do it. Perhaps you can build upon it to satisfy your need.

    The same method could probably be used with normal text, using ExecJS with a small script that calls the measureText method, although it would prove twice the challenge.

  • You got it right. Retrieving multiple UIDs in the Array's "action context" is impossible. You simply have to add a "for each LandingPod" under the "spawnType = 0" condition.

  • It seems to me that your are filtering the family ("Blocks") by doing a pick by evaluate on the objects ("Block"). Your name variable isn't a family variable is it ? If I understand correctly, your condition pick all family instances since at least one "block" has its Name variable set to "RED".

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  • Could it linked to pixel rounding ?

  • I know about them not using more space after export, but I don't know about the memory usage at runtime, I'd have to do some profiling. However, unless your tileset is huge, I don't see how it could become a problem.

  • Because the following : "Variable1|Variable2|Variable3" will resolve as "0|50|100", which in turn resolve as "1". 1 is not equal to 100, so your event never fire.

    The correct way to do it is as hundredfold said : (Variable1 = 100 | Variable2 = 100 | Variable3 = 100) = (1)

  • Try using the On Create trigger of the planet object to set your values.

  • KarnageT You have to select which tilemap to draw on using the "pointer" tool (normal layout view selection). It can be cumbersome when tilemaps overlap each other. You have to lock/hide all the layers except the one on which the tilemap you want to edit is on, otherwise it'll select the top-most tilemap.

    RootKernel Multiple instances of the same tilemap won't duplicate the tileset in-memory, so no, it shouldn't be an issue performance wise.

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Magistross

Member since 4 Jul, 2011

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