bigpappapuck's Recent Forum Activity

  • When you load the game, you can select new game or continue. New game starts the game anew. Continue takes you to a layout with game slot 1 and game slot 2. Clicking game slot 1 or game slot 2 loads the corresponding saved game.

    What I can't figure out is how to make the game slots show information from the previously saved games so you know what game you are loading. Does anyone know how to fix this?

    I can post a capx later if need be. Thanks!

  • zatyka your example is tight!

    Why doesn't the Scroll To behavior have an action to disable it?

  • All,

    With the new save system available, how do we use events to delete previously saved games. I realize I can save over an existing save, but how do I delete it completely?

    Thanks!

  • All,

    Just out of curiosity, what is the difference (if any) between using floor(x) and int(x)? I noticed they were listed in different sections in the manual.

    Thanks

  • Thanks guys! This is great!

  • All,

    I'm not much of a programmer, so thankfully C2 is here to help. That said, this question is for the experienced programers out there.

    Let's say you have 3000 events and things work great. What (if any) would be the advantage of cutting those events down to 2000, if the end result would be just as before - things work great?

    Thanks!

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  • 1) no worries, i use text boxes and type what the spritefont says as a workaround

    2) ah... if you already have an icon, then I must not have your updated version!

    thanks for the quick reply!

  • Mipey, your plugin is awesome!

    Any chance we will see an update in that future that:

    1) allows us to see the text in our preview layout?

    2) has an icon attached to the plugin?

    thanks

  • Thanks Ashley!

  • All,

    I don't know if this is a bug, or just my lack of programming knowledge. I created as simple a capx as I could the illustrate the problem.

    On program start, I define two arrays.

    #1

    box - (x,y,z)

    x = statistics for box ie, maxHP, atk, def, etc,

    y = boxes lvl, ie, 1, 2, 3, etc

    z = which box, ie, red or orange

    #2

    curVar    - (x,y)

    x = cur variables held, curHP, curLVL, curName, etc

    y = which box, ie, red or orange

    In my code, I use positions in the curVar array to call position in the statistics array,

    For instance,

    Example A

    "HP: " & curvar_array.At(3,menu_box.box)& "/" & box_array.At(1,curvar_array.At(2,menu_box.box),menu_box.box)

    and

    Example B

    "HP: " & curvar_array.At(3,select_box)& "/" & box_array.At(1,curvar_array.At(2,select_box),select_box)

    Example A calls from the instance variable set on the text box to display the info in the array.

    Example B calls from a global variable - select_box, which is defined based on where one clicks - to display the info in the array.

    Example A works fine, but Example B breaks the code.

    If the global variable - select_box - is set to 0, the code breaks even though I define the array at (0,0,0), but if on start of layout I set select_box to 999, the code works fine.

    The error message I get is:

    "THE PAGE AT THE LOCALHOST: 50000 SAYS:"

    "Javascript error!

    Uncaught TypeError; Cannot read property "0" of undefined

    localhost/Arr_pluging.js, line 102

    This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report in to the developer!"

    Here is the capx for reference:

    dl.dropbox.com/u/70332704/arrayerrormsg.capx

    Thanks for taking a look at this

  • Thanks to the awesome help of the community I managed to achieve a good grid movement, that snaps to the grid, checks for walls and even mob collision. Would it be possible to create a behavior that does the same ?

    Would you be able to post a capx of your successful grid movement?

  • Thanks for the help. I got what I needed.

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bigpappapuck

Member since 1 Apr, 2012

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