AnD4D's Recent Forum Activity

  • > I'd appreciate some feedback on the games. Like, what scored us up and down. What we could improve on, etc.

    >

    Good idea, anybody else interested in more detailed feedback, pls let me know, I'll put it together in the upcoming week

    Nice one!

    Personally, I'm interested in your opinion on the use of text in your games. On your site, I read that you prefer games without text or written instructions so that a person from any country can play the game, yet 5 out of the top 6 have text in their games.

    I think I may have muddled up your guide and the contest rules...

  • I'd appreciate some feedback on the games. Like, what scored us up and down. What we could improve on, etc.

  • Problem Description

    If you have 2 list objects, and you load data into the second one using JSON, it changes its position so that it is overlapping the first list.

    Attach a Capx

    http://bearboxmedia.com/Temp/ListError.capx

    Description of Capx

    The capx is simply made up of an event to populate the first list with random numbers and another event that copies the data from the first to the second list using JSON.

    Steps to Reproduce Bug

    • Note in the layout the 2 lists are in different positions
    • Run the layout in debug to see that the 2 lists are now overlapping each other

    Observed Result

    The second list changes position to match the first list

    Expected Result

    The second list shouldn't change position

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    255

  • >

    > > At the risk of stepping on toes, I needed a PasteLayer option a while back and always meant to forward you the code. Since you aren't actively working on Paster anymore, I offer this addition, should anyone else find it useful.

    > >

    > > Paster_withPasteLayer.zip

    > > Example

    > >

    >

    > If you go back a few pages, I actually added Paste-Layer, as I needed it also.

    >

    Thanks for that. Looks good. I do notice it doesn't paste any effects that are on the layer, but does paste effects that are applied to the object itself.

    Just checked the official version and it's the same. In any case, this really is a superb plugin, isn't it?

  • Oh this is clever. I used canvas quite a lot in a few prototypes, but never got around to using this. Very nice indeed.

    Am I right in thinking there's no paste layer, as in canvas? I imagine it'd be easy enough to put all the objects into a family and paste them instead, right?

  • Play.Google - Development tools - Services/API's - Licensing & in-app billing

    Your license key for this application

    Lord bless this is a mess, but that's the key to use

    I stopped using PhoneGap in the end. It just isn't good enough. Use Cocoon instead.

  • You can set target angle to this expression:

    LiteTween Set Target to (currentlAngle<180 ? 0 : 360)

    This means "if current angle <180, then target angle 0, else target angle 360"

    Oh lovely, thank you! ...again!

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  • AnD4D Just set the target angle to 360.

    It doesn't work like "anglelerp" because you might want to rotate from 0 to 720 for example, to make two full rotations. Anglelerp in this case will not move at all.

    Thing is, the object's initial angle when spawned in is set to either 0,90,180 or 270. But they will all turn to face 0, then return to their original position.

    If I just set it to 360, the objects that start on 270 will look fine turning to face 0, but those on 90 will have the same issue I mentioned. Rotating clockwise this time instead.

    Should I just not use this and set up a anglelerp function?

  • I'm having a problem using the angle tween.

    If I have a sprite set to 270 degrees (facing straight up) and I want it to face 0 degrees (to the right), when I give it a command to rotate to the new angle, rather than rotating clockwise 90 degrees, it will rotate 270 degree anti-clockwise. It's getting really annoying.

    I swear I've had this problem before, and needed to do a few expressions to resolve (for some reason I have %360 in my head, but not sure why, nor how to use it).

    Is there an action or setting I'm missing? For some reason it's seeing 0 degrees and 360 degrees as different angles... which I guess it true, but visually is the same.

    Is there a reason this behaviour doesn't act the same way Angle Lerp does?

  • > tarek2 Took me a while to understand the code. I couldn't see where you were inputting the range, but now see that you are doing it using the line of sight behaviour, which is very clever indeed. I didn't even consider doing that. Great stuff!

    >

    Hahha I can imagine hunting for that hiding part lol

    Thank you, That's a little trick I use when I don't want to use the Overlap is very helpful and limits the Los Range for performance, what I notice in all my experiments with Line of Sight is the more you turn up the Range the more expensive it becomes even if is not in use by the events

    I'm Glad, you like it, was really fun Puzzle to solve, if you have any questions that you don't understand in my Capx you can always ask me

    I do have one question, actually.

    If I look at the tile in debug during a test; if the selection number = 1, and I click on it, it doesn't change the instance boolean "Checked" to true (1). However, if I pick a higher selection number, such as 5, and then click the exact same tile, it will change the check boolean to true.

    Do you know why that is? Is that important? When I try to change the code so that it will allow such a thing to happen, things start breaking.

  • tarek2 Took me a while to understand the code. I couldn't see where you were inputting the range, but now see that you are doing it using the line of sight behaviour, which is very clever indeed. I didn't even consider doing that. Great stuff!

  • Here you go:

    https://www.dropbox.com/s/arks1fjcc1mu5 ... .capx?dl=0

    The code is not optimized, but it works.

    AnD4D

    Haa I new Something will be no right, I thought you wanna follow the source where the Flood bigging, I miss understood this statement

    [quote:1seoeqpc]

    having the flooded parts remain in a second click, but spreading. By that, I mean, say you're using a flood of 5. When you click on a tile, 5 other tiles are highlighted.

    I fixed for you

    https://www.dropbox.com/s/x97zzeeoyt8dxtp/LimitedFlood_2.capx?dl=0

    This was really fun. My final version is very similar to dop2000, but strangely no where near as fast, nor efficient.

    Strangely enough, I'm noticing some unusual results. If you place a flood of 20 down somewhere, then change the flood number to 1, and click on one of the tiles, it'll seemingly change a tile in a random place, rather than one that is nearby.

    tarek2 Your version seems pretty much perfect. I'm going to play around with it a little bit more, as I'm quite attached to Dop's version <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    I really appreciate people helping me out with stuff like this. I'm likely to come up with more in the near future, as I'm trying out lots of little experiments <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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AnD4D

Member since 4 Nov, 2011

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