ramones's Recent Forum Activity

  • I think so. Here's how you would pin them together anyway:

  • I made a bug report here. I can't see why the move to layer action isn't always working for your top sprites.

  • Problem Description

    Looking at this thread, the move to layer action didn't seem to be working properly for the sprites when spawned as family objects.

    Attach a Capx

    [attachment=0:2p4hm225][/attachment:2p4hm225]

    Description of Capx

    There are two sprites (Sprite1 and Sprite2) in the same container and family (Family1).

    Every 0.2 seconds a Family1 is created.

    Every tick the text is set to Sprite1.PickedCount.

    Steps to Reproduce Bug

    • Run the capx
    • Check the PickedCount

    Observed Result

    Sprite1.PickedCount == 1

    Expected Result

    Sprite1.PickedCount == the number of Sprite1s

    Bonus

    Enable event 3 that loops through the Sprite1s

    Now Sprite1.PickedCount shows the correct number

    Affected Browsers

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

    Operating System and Service Pack

    Win8.1

    Construct 2 Version ID

    r197

  • I meant create not spawn. Just change the object in your create event from RingS to RingBottom.

  • Try

    NWjs.AppFolder & "..\datafolder\file.txt"[/code:37abvqjg]
  • Every x seconds set variable to (variable % 3) + 1.

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  • When you create an object from a family it creates a random one so half the time it's creating RingTop on the bottom layer.

    Change the 'Create object' event to spawn a RingBottom on layer 1 (or a RingTop on layer 3).

  • Yes pathfinding has a stop action and then you can call 'move along path' again to continue on.

  • The timer is affected by timescale as is the time expression. Try printing out wallclocktime.

  • I hate that Windows folder browsing dialog as well but you can set the default export folder in preferences at least.

  • The problem is that you're doing that every tick. On tick 1 it destroys two sprites. On tick 2 it destroys two more... etc. You need to add a condition to make that event only run one time.

  • I've added an array called skills with an instance variable heroName to store all of the heroes skills for the skill select screen. I create an instance of the array for each hero and have a function addSkill() that adds a skill to the skills array.

    The function adds a skill name, type and frame number to the end of the array:

    The skills array looks like this:

    Now updating the preview can be reduced down to two events.

    Select the skills array for the current hero, find the index of the skill name in the array, and then call the updatePreview() function with the skill name and frame number from the skills array:

    Setting up the skill name textboxes can be reduced to a loop as well.

    Select the skills array for the active hero, loop through the array selecting the skillName text for each skill, setting its text to the skill name in the array and setting its color based on the skill type in the array.

    In fact this block of events is the same for every hero except for the line that sets the animation frame so I just took that part out and put the whole thing into a function called displaySkills(), to be called whenever you switch heroes.

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ramones

Member since 17 Apr, 2012

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