CodeMasterMike's Recent Forum Activity

  • MakubeX

    I have to check out the description later, because I cant access dropbox at the moment.

    If the text disappears like that its more of a problem with Construct/graphic driver issue, than with the plugin. The plugin doesn't have any functions to make text appear/disappear.

  • Savvy001

    I have plans to update the plugin to this new feature, and I will see what I can do the next coming months. Sadly, I have basically no time over for Construct at the moment, but I will try to update this plugin as soon as I can.

  • Link to .capx file (required!):

    http://

    Steps to reproduce:

    1. Create a family with at least two different sprites.

    2. Set a instance variable to family, and set a individual number to each sprite family member (1, 2 etc).

    3. Use a For loop to go through family and as a sub event, compare a number against the family members instance variable, and when these numbers are correct (ex 1 == 1) create a sprite of that family member.

    4. Restarting the game, or pressing F5 to refresh the window, will cause the created sprite to change randomly, eventhough they should stay the same.

    Observed result:

    The result is that the loop creates a sprite all right, but the family member it creates the sprite from is random, even though it should always be the same sprite, based on the given instance variable. The sprite that should be created should have the same instance variable as the sub event check.

    This becomes clear when restarting the game or refreshing the page by hitting F5 several times.

    Expected result:

    The same sprite should be created at the same spot every time when restarting the game or refreshing the window by hitting F5.

    Browsers affected:

    Chrome: Haven't tested

    Firefox: Haven't tested.

    Internet Explorer: Haven't tested.

    Opera: Yes.

    Operating system & service pack:

    Windows XP SP3

    Construct 2 version: 120.2

    Link to capx example:

    http://dl.dropbox.com/u/52716812/Projects/Issue/SpawnFamilyIssue.capx

  • malvikasavur

    legora

    Both of you should look into the expression called "GetTimeValue" (TimeManager.GetTimeValue(Label))

    This gives you the current time in milliseconds for a counter of your choice.

    And with this you can compare, store and display the time value in another layout or wherever you may need the time value.

    If you later on wants to convert this value to a time string, look further into the different expressions under "Time Counter Convert".

  • chef

    I have/had plans to make both RWD and AWD systems for the Car physics behavior. But work and family is taking up all my time, so currently I don't have the time to work on this project or on any of my other projects.

    I will update this behavior when I get around to it, but it will not be this year. Hopefully next year.

  • Suvd

    To get seperate seconds, use the "Seconds" or the "SingleSeconds" expressions. There is no expression to get just minutes.

    Instead use the "MMSS" expression, there you will get the minutes and seconds in a single string.

    A tip; to the right of the expression, there is a short text explaining what the expression does.

  • pthousand

    Try the expression "Seconds" or the "SingleSeconds" if you only want to display seconds.

    There is no expression that is called "TimeManager.SS("Countdown")", therefor it doesn't get accepted.

  • LintuSotaRauha and everyone else!

    I have released a new update, and the latest version is now v1.09!

    In this update I added a function and made some minor issue fixes, which you can

    read about below.

    Calculate counter

    With this function you can add or subtract a value (in milliseconds) to a existing

    counter! So if you need to add some bonus time or punish by removing some time when the game is active and in realtime, now it is possible!

    Fixes

    Fixed where the TimeCountUpWithStartValue-function did not work properly. It should work as intended now.

    Fixed where MMSS (Minutes and seconds) and SSMM (Seconds and milliseconds) were mixed up, rendering the MMSS showing seconds and milliseconds and SSMM showing minutes and seconds.

    I hope this update will be of big use for all of you who uses this plugin. To get the whole change list and more information, go to the top original post and get the new update now!

    Original post

    Thank you everyone for your feedback, suggestions and support! <img src="smileys/smiley1.gif" border="0" align="middle">

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  • friendlyduck

    As far as the screenshot goes, there doesn't seem to be anything wrong.

    Maybe you are clearing out the text box later on, or anything like that.

    It's nearly impossible to guess without any example where you get that issue.

    I haven't had any problems doing as you do in the screenshot.

    So either you have done something wrong that you can't see in the screenshot, or you will have to post a example.

  • LintuSotaRauha

    first of all i recommend you to use the plugin instead of the old tutorial version. the plugin is much easier and faster to use.

    if i really understand your issue, you need to take the current time value that you have, and add your points to that and restart the counter with the new time value.

    at the moment i cant add a add/subtract function to the plugin beacuse i dont have time for it. and i wont have any time for the next several months either. but i will add it to the wishlist.

  • tecbug

    As with all plugins, you need to unzip the files and paste them into a folder under plugins. Then it will show up inside Construct 2.

  • Every instance has its own label, a string based name to tell them apart. And all triggers/behaviors are based to check on individual timers, the label name.

    So you do check on each individual instance, not on all of them at the same time.

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CodeMasterMike

Member since 6 Dec, 2011

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