Prominent's Recent Forum Activity

  • Ashley, here is a youtube video showing the steps: https://youtu.be/LmDXZrNIZBc

    As you see in the video, the On start of layout gets incorrectly undone before the other condition.

    I also show the same issue with undoing actions.

    I create the On start of layout condition.

    Then I create another condition that uses an object.

    Then I right click that condition and choose replace object, replacing with another object.

    Then I undo once to undo the replacement, but then I undo again, and the On start of layout condition is removed instead of the second condition (because replacing the object somehow has now messed up the undo/redo stack).

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  • You'll have to calculate how many tiles high the laser is: round(laserhunting.height/tileheight). Or if laser height is constant, just make it a value of however many tiles high it is.

    Then create a for loop 0 to calculatedNumber.

    And use the tile position the laserhunter.y is currently on PLUS the loopindex value. That will give you the current tile position that should be erased.

  • Ashley, you have to first CREATE the actions. Please follow the steps.

    Then do the rest of the steps.. and then undo all the way.. notice it will REMOVE the actions(CREATED actions), in the wrong order after you replace the objects.

  • Ashley , Yes, you misunderstood. You didn't follow all the steps.

    You have to start with no event. So you need to first CREATE the conditions, so that when you undo later, it will undo he creations of those conditions. Then do the rest of the steps.. create a condition that references one sprite, then right click and change it to another sprite.. then undo so that it has to remove the conditions.. it will remove the conditions in the wrong order..

  • Thanks R0j0hound, I'll be sure to credit you if I decide to put it up.

  • I'd say Yes on both cases.

    Using two loops will be slower than one, because it has to run double the amount.

    Else will be quicker because it doesn't have to check any variables, etc.

    But Else isn't always quicker in c2 because it could act like an Else If, and have other conditions included.

  • , no, AnD4D hasn't shared anything.

    I do have another project I made that uses only 100 events, is much cleaner and does the same thing basically, but uses the chipmunk plugin. I haven't put it on the store though, since it uses the chipmunk plugin, and I'm not sure how R0J0hound would feel about me selling something that uses his plugin.

  • Thanks! I guess this isn't a bug afterall.. Works with the for each.

  • Problem Description

    similar to other bug: timer-family-pick-bug_t179909

    difference is that this uses the every X seconds instead of the timer behavior.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gWmOunoML5JwjJSq

    Description of Capx

    loop through sprites, every X seconds, pick family by uid. The uid is always the first instance.

    Steps to Reproduce Bug

    • view events, run capx.

    Observed Result

    only on object moves.

    Expected Result

    both objects should move.

    Affected Browsers

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

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r227

  • Problem Description

    When two objects trigger a timer at same time, picking them by their UID always references the first instance.

    This makes it impossible to reference any instance variables the object inherits from the family (because it only references/picks the first instance).

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gWhGfla3TMepNaln

    Description of Capx

    This sets a regular timer on two sprites, and picks via uid

    Steps to Reproduce Bug

    • look at events and run capx

    Observed Result

    both objects should move every second, but only the first instance does.

    Expected Result

    both should move every second.

    Affected Browsers

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

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r227

  • I think the way I currently have the controls work well. But, I'll keep that in mind, melaniko . What I prefer is keeping the controls to one device, and not split between keyboard and mouse. Keeping it contained to one device also makes menu navigation more intuitive.

  • Worked some more on background design. Using shadow for aesthetic, and tiling purposes. Thinking ahead about assets so I don't overwhelm myself. Need to design a smart order for the tiling- I'm starting to get a feel for it.

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Prominent

Member since 28 Apr, 2012

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