ramones's Recent Forum Activity

  • Change

    tokenAt(AJAX.LastData, ComboBoxListBox.IID, "|")

    to

    tokenAt(AJAX.LastData, loopindex, "|")

    The combo box IID will always be the same value - 0, so the tokenAt expression only returns the first token.

  • Since all of those events are in a group, the objects are not fully created until after the end of the group, therefore the events cannot pick the created objects.

    Arima r103.2 release notes:

    Separate triggers, and events in groups, are now treated as 'top level' when picking newly created objects.

    And it works but not when the object is created inside a loop. Then it can't be picked until the end of the group.

    This works. The sprite can be picked and it's angle is set to 45.

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/createLoopGroup1.png" border="0" />

    And this doesn't. The angle isn't set. Only difference is the loop condition.

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/createLoopGroup2.png" border="0" />

  • May be a bug with objects created/destroyed inside a loop within a group. Look at this:

    I have 3 sprites.

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/destroyLoopGroup1.png" border="0">

    The sprites are destroyed in event 2 and in event 3 Sprite.Count = 0.

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/destroyLoopGroup2.png" border="0">

    Here the sprites are destroyed inside a loop and in event 3 Sprite.Count = 3. The sprites aren't destroyed until the end of the group.

    destroyLoopGroup.capx

  • Hmm I think she might have gone missing with the website changes. Or else I've just forgotten where the clues were.

  • It will destroy the family members that have Result = 0.

  • It's not that surprising. The gap is very small because the player doesn't fall until they're completely off the platform. This is when the player starts to fall (when moving slowly, moving faster it would go even further off the edge before it starts to fall):

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/walkovergap.png" border="0" />

    So the gap to cross is less than 32 pixels.

    Depending on the movement speed and value of gravity, you can make it across the gap before you fall down.

  • The family variable is common to all family objects but not it's value. Each member can have it's own separate value.

  • www.scirra.com/forum/sprite-spawning-at-wrong-time_topic61209_post375747.html

    ^ The 0.1 rounding problem. Unfortunately 4.1 - 0.1 = 3.9999999999999999.

  • astrosmash_edit.capx (r114)

    You say "the asteroid that's doing the calling" but an object doesn't actually call a function. Even though you're calling the function in the 'on created' trigger you still need to pass the asteroid's UID. Which you're doing in the capx, so then you just need to pick the asteroid with that UID in the function.

    That leads to another problem. You can't pick a newly created object until the next top-level event. There are threads explaining why that I don't want to search for right now but basically because you're calling the function from the 'on created' trigger you can't pick that newly created asteroid yet. The work around for that is the 'Wait 0 seconds' action which makes it postpone calling the function until the end of the event sheet, by which time the asteroid object is properly created and can be picked normally.

    I hope that makes sense.

  • Side by side objects count as overlapping. Is that what you mean?

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  • Preferences -> Reset dialogs should fix it.

  • I was playing with the a* plugin yesterday: mouseyPathfinder.capx (r114)

    I was having trouble with the mouse moving into the newly spawned blocker so I ended up separating the blocker spawning and the mouse moving. I see from your capx that you can manually block the path with the 'Astar: Block path' action. That's cool.

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ramones

Member since 17 Apr, 2012

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