99Instances2Go's Recent Forum Activity

  • Depends.

    I see that you dont change the value of Game_Started. You should have done that in this event.

    Since i do not see (and have to guess) your other events, i assume that you forgot to change its value or have some timer on it.

    As a result this event runs several ticks, presumably FPS times * first value in range . If you create those random numbers fast enough and for enough time, the first value for sure gets chosen. That value happens to be the shortest time. So when DRAW pops into existence it is at that shortest wait time, or the first one in the range. The other (FPS times * first value in range) wait calls you dont see happen.

  • double

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  • Instances have always the same 'name'. I have no idea what you have done.

  • The bee is 86.344 by 81.673 pixels. With a density of 1, this calculates to a mass of 141 physics units for mass.

    The square is 50 by 50 pixels. With a density of 1, this calculates to a mass of 50 physics units for mass.

    A Force (when continue applied) gives an acceleration :

    acceleration = Force / Mass (because the first law says : F = m * a )

    Conclusion: How bigger the mass (by a constant force), how less you see it moving.

    Or: The same force has less effect on heavier masses.

    The bee has more mass than the square, so it is not moved as much as the square is by the same force.

  • Repost the link, but leave the text 'https://www.dropbox.com' out the link.

    Until you have enough reputation point, you can only post links as text ....

    So post links like this ...

    s/ytwu6qrg0u2d20z/Background%20Scroll%20Multiple%20Images.capx?dl=0

  • Give the spawners a instance boolean 'occupied'

    On Function "cubespawn"

    ______sub System > pick all (spawners)

    ___________Action set boolean 'occupied' for Spawers = false

    _____ System > Repeat (global var Cube times)

    _________sub > Spawner > is boolean instance variable set ('occupied')

    _________System > pick random instance (spawner)

    _________ _______action .. spawn an object

    ________________.... set boolean 'occupied' for Spawers = true

  • OddConfection

    Here's a working example capx (r244)

    It doesn't use Families but is fairly similar to what 99Instances2Go suggested

    Perfect example.

  • I assume that you have some Seating with direction=1, some with 2 and some with 4. (read this twice, because it is as simple as that)

    You read the conditions wrong.

    Look at event 424. It does not state 'IF seating.direction = 1 THEN do those actions".

    It states: 'Make a picklist containing all the seating with seating.direction = 1', apply the actions on the picked seating, or do not run the actions at all when the condition is not true (in the case of picking, the condition is untrue when the constructed picklist is empty)

    Construct is mainly about picking.

    'Or' is a logical thing. It does not work work as you expect it to work with picking items. (read the first line again). Use it only if you intend to use only the logical part of the conditions. (until you understand picking)

    Else is a a logical thing. It runs when its parent condition did not run (is untrue). So when there is at least 1 seating with seating.Direction = 1, the else will just not run.

    All together now. Why is this totally weird construction not working ?

    Event 423.

    Make a picklist that contains all customers that overlap any seating, plus containing all the Seating that overlap any customer. De picklist now contains some customers and some Seating.

    For all following sub events, this is the picklist where they start picking from (their previous picked list).

    Event 424

    Pick from the previous picked list those Seating with Seating.Direction = 1

    Move those (actions only address to picked items) to the top of their layer.

    Since the picklist for the customers is not refined, the picklist still contains all Customers picked in the previous made pick list.

    So the action moves all the Customers (those that overlap a Seating) to the bottom of another layer.

    Event 425

    When its parent condition ran, the else will not run. One can safely assume that there is at least one Seating with Seating.Direction = 1. So, in fact, we dont even need to investigate event 426.

    Event 425, again.

    But say, there is not ONE Seating with Seating.Direction = 1. Then 424 is untrue, hence it will not run. And the else will run.

    At this moment we start again with the picklist as picked in event 423.

    Event 426

    IF (OR = LOGIC) there is at least 1 Seating with Seating.Direction = 2,3 OR 4, this OR-construction will run.

    The picking in this event starts then picking from the previous picked list (in 423) and picks from that previous picked list the Seating with Seating.Direction= 2 AND 3 AND 4.

    The actions move those to the bottom of the layer.

    Since the picklist for the customers is not refined, the picklist still contains all Customers picked in the previous made pick list.

    So the action moves all the Customers (those that overlap a Seating) to the top of another layer.

    So as you see, there are two BIG errors in this construction.

    1/The else will just not run in most cases.

    2/And the picking for the customers is just not refined.

    Do this.

    Seating.Direction = 1 ? (pick those Seating)

    Customers = overlapping seating (pick the customers that overlap the previous picked Seating)

    _____ Actions ... do that thing with layers and stuff

    Seating.Direction not= 1 ? (pick those Seating with Direction not equal to 1)

    Customers = overlapping seating (pick the customers that overlap the previous picked Seating)

    _____ Actions ... do that thing with layers and stuff

    Wish you had read 2 of the links that i provided you for your first problem. You would have understood 'picking'.

    Dissapointed greetings.

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  • Add a global variable 'GodIsaDJ' (text)

    Make a empty sub event under event 1

    Now, in that empty sub event make an action that sets 'GodIsaDJ' to the choose expression that you have in place.

    In the second action you can Play (by name) with name = 'GodIsaDJ' and tag = 'GodIsaDJ'

    Event 2 i dont understand. You can keep it as it is, if there is only 1 animation to play. Just dont have that animation in loop.

    If there are as many animations as songs. May i suggest to name the animations the same as the song.

    Now event 2 will be ....

    Is tag playing ('GodIsaDJ')

    _____ set animations to 'GodIsaDJ' (dont have that animation in loop)

    Audio should have an Audio.tag expression to go with 'Is any playing'. But it does not.

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99Instances2Go

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