TELLES0808's Recent Forum Activity

  • Maybe a better idea is a repository, where the authors can keep tracking their releases and releases notes, with an auto-updater.

    This already exist, but it's not officially used here.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/47035927/temp/bug7.capx

    Steps to reproduce:

    1. Add the 8 direction behavior on any object on the canvas

    2. Preview

    3. Observe in the bottom a offset of 1 pixel

    Observed result:

    I'm studying and learning about the new features, while testing and reporting here some little issues.

    What is happening in this file is one pixel offset while using 8 direction behavior on objects, when previewing it in the browser.

    Expected result:

    Work without this offset, because it can glitch the graphics.

    Browsers affected:

    Chrome: yes

    Operating system & service pack:

    Windows 8.1

    Construct 2 version:

        R149

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  • Link to .capx file (required!):

    A blank and new project. Just hit to make a new project.

    Steps to reproduce:

    1. Press F5 after creating the new project...

    Observed result:

    It don't happen while previewing with the debbuger layout.

    Chrome will popup a window like this:

    <img src="https://dl.dropboxusercontent.com/u/47035927/temp/bug.png" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/47035927/temp/bug2.png" border="0" />

    Expected result:

    Not showing the message

    Browsers affected:

    Chrome: yes

    Operating system & service pack:

    Windows 8.1

    Construct 2 version:

        R149

  • That's another use of variables, local or global.

    The easiest way is check if the array.at(X,Y) is where you want start to place the ore, also checking if the array.at(x,y) is bigger than the range wanted.

    Checking it before start the events of placement, and configuring each placement method to place the desired tiles there is the easiest way.

    So, you'll be able, for example, to make grass on the top tiles, while filled dirt blocks inside the ground, by checking their Y with the conditionals.

  • You can setup the array and load it whenever you want, it will still the same, so, make a global variable like CREATION_WORLD, check if this variable is setup to 0 before creating the world by the first time, then, setup it to 1, and the code will never run again.

    GLOBAL VAR -> CREATION_WORLD = 0;

    EVENTS:

    = Run once while true;

    = CREATION_WORLD = 0;

    --> Generate your world with the array;

    --> Set CREATION_WORLD = 1;

  • Hello,

    I'm learning about regex right now and have particular interest in any CAPX with samples of use.

    Or, if someone in the forum have a tutorial introducing to the use of Regex on C2, I would appreciate it too.

    Reading the manual, it's saying in short words what is described inside C2, while hovering the mouse over the Regex condition, but, still missing a sample of use.

    For example, while completing the form, it ask for:

    "String"; "Regex"; "Flags";

    But, to compare the given string, inside the regex field, how it will work, what arguments it need, how to construct the expression?

  • If your character is near to the edge of a layout, use Bound to layout behavior.

    If you're wanting to maintain your character centered on the screen, make a custom "Scroll To" behavior, by setuping the screen to follow the actor. Search on the tutorials if this is your issue and there you'll find it.

  • Brainvibe, Amazing game, very dinamical!

  • Yeah but creating and picking are not in the same event. Creating are in a function call and picking in another function call (so both in different events). But both function call are in the same event.. but it is the same thing as putting them in the same event ?

    Yes, they are in the same event, but not in the same action.

    If they run in the same conditional level, they are in the same event, excluding sub-events, because when you run a sub-event, it will run top to down again and make the priority as a sequence.

    For example.

    -> Conditional: Every 5 seconds;

    --> If object1 is NOT ON the screen:

    ---> Create object1 at X, Y;

    ---> Set object1 ID = 1;

    --> Else

    ---> Destroy object1 with ID = 1;

    it will run the code, create the object1, setup its ID = 1 and then destroy it in the same second;

    Instead, you want keep it for 5 seconds and re-check it to destroy and create it again in another place, so:

    -> Conditional: Every 5 seconds;

    --> If object1 is ON the screen:

    ---> Destroy object1 with ID = 1;

    --> Else

    ---> Create object1 at X, Y;

    ---> Set object1 ID = 1;

    Edited:

    I missed to say, sometimes, it's handful to use the action "wait=0,0" right after an action where you want make sure the order will be follow, inside the same conditional.

    For example:

    -> Every 5 sec;

    --> Destroy object1 with Id = 1;

    --> Wait 0,0;

    --> Create object1 at X, Y;

    --> Set ID = 1;

  • Hi, it's working by designed, as far as I understand.

    Construct 2 always call the events from top to down, and creating the object in the same event where you're trying to pick it is not always possible because the runtime will try to create and pick the object at the same exactly time.

    Instead, picking it right after, by using a new branch of events, is always possible and a good practice.

  • End, nice point, maybe sorting the animated tiles as a feature for paid license maybe can give Scirra a good plus.

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TELLES0808

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