CodeMasterMike's Recent Forum Activity

  • gamecherry

    Its great to hear that you like the plugin and that it makes things alot easier for you.

    Now to you requests:

    The "problem" with the request to be able to show seconds that goes beyond 60, doesn't really make any sense, since time never goes beyond 59 seconds (60 seconds is really 0).

    But I have already implemented a way to fix that in the plugin. Instead of getting the time string, you can get the numeric value from the counter instead, using the "GetTimeValue"-function.

    This function returns the total milliseconds from the Time Manager counter.And with this value, you can calculate the seconds to go how far you now may want. And using the calculation:

    int(GetTimeValue("labelName")/60)%90

    The counter then counts the seconds up to 90, instead of 60. And you can change that 90 value into whatever you wish it to be.

    It is a little more work than just getting a string, but this way you can alter the counter value in any way you want.

    The issue, reading the hours with a single 0 instead of 00 is a easy fix, and I will fix that in the next update!

  • In a plugin project Im testing, I have a array which I store information in. I create a new instance of a simple function and store them in the array. So the array will have couple of those functions.

    For this I have set the "pf_singleglobal" flag for the project, to avoid creating several instance/objects of my plugin.

    But now I want to move away from the array-list, so instead of one array iteration, I want to have one instance/object instead. So to avoid problems I make it backward compatible, by saving the old functions and make them deprecated, and creating new ones. But when I remove the "pf_singleglobal" flag, the old version with the array-list stops working, while the new functions works as it should.

    I dont get any error messages when starting the project in a browser, it just doesnt work, as if the actions are ignored.

    The array was, and is created in the instanceProto.onCreate function.So it is not a global array. So the really only difference between the new version, which doesnt work, and the old version, is the "pf_singleglobal" flag is turned on/off.

    Does this flag change anything more than "just" making it global inside a project?

  • I did some updates and added some new functions to the plugin.

    The new version is 1.03.

    I short, I added a "start", "stop" and "Destroy Time Manager instances" function to the plugin. I also cleaned up, and made the code better, and faster!

    See first posting for more information and download link for the latest version, or click on the link below!

    Original post

  • tgm and everyone:

    I added a Pause/resume function and a Reset function to the plugin, see the 1.02 version above for more information.

    I hope it will be of use for all of you!

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  • tgm

    Reset/restart the counter, you only need to set the time again, as you did the first time along with the same label name, this will reset/restart the counter function.

    One way to stop the counter, is to stop using the "GetTime" functions and just keep the old value. This will not, however, stop the internal counter.

    I will look at it when I have the time, and see if I can setup some kind of stop function in the plugin, that also stops the internal counter.

  • eski

    Thank you for noticing that the Plugin didnt scale with the timescale variable. I have made a update where it now takes the timescale into account.

    I also added a expression which only displays Minutes and seconds.

    Please beware that this new version may break your project/s, so only update to the new version if you are ready!

  • Have you tried running Construct through Wine?

    According to Wine's app database, it should work fine:

    http://appdb.winehq.org/objectManager.php?sClass=version&iId=25151

  • There is no finished exe-wrapper at the moment, and it will be a long way before its finished. But there is a wrapper project for exe files, which is in early alpha stage.

    You can follow the discussion here:

    http://www.scirra.com/forum/exe-wrapper-for-html5-alpha-test_topic49697.html

  • I tried with applying some physics. so if its within given angle values, it pin them together, if not, I just add a little force to the box, so it "bounces" off.

    With some changes, you could unpin all objects and add force to them, so the whole tower would crumble.

    http://dl.dropbox.com/u/52716812/PinToExample_2.capx

  • Yes it works BUT it also prevents that the tower will fall apart if a box is placed on top it very crooked

    You just add a check. If the angle is too great, then dont pin it to the behavior, and let it fall off

  • I dont know how you did it with the pin behaviour. But I tried a very simple test with Pin to behavior, and it works really well:

    http://dl.dropbox.com/u/52716812/PinToExample.capx

  • The Pin behavior locks a sprite to another sprite, try that!

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CodeMasterMike

Member since 6 Dec, 2011

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