Prominent's Recent Forum Activity

  • newt , in your capx you aren't even trying to do what I need to do- you're doing something way simpler than what I need to do.

    Also, the point isn't to prove you can do what I want to do in some other way- the point here is that I need a way that solves my problems. The current ways available produce issues, whereas the features I describe would solve them. You don't seem to have my problems because you aren't trying to do the things I'm doing, so I'm not sure you'd understand why I need them.

  • I can't do that because I am using both ends. I need to be able to add to either end.

    And this wouldn't move IIDs around that much- only when object is created.

    The benefits are greater than you realize.

  • The difference is that if I can create an object at front so that it has index 0, I can design events more cleanly. There is less room for error, less potential for wrong instances to be picked, less overhead managing variables, easier to change/modify existing objects, etc.

    Ideally, I'd want to be able to create an object and specify which iid it will have, essentially inserting it anywhere in the array (not overwriting anything). Specifying front or back was just my easier suggestion.

    Seriously- this would be really useful. Maybe it's not clear to you, but I've been doing things the ways you've suggested countless times in the past, and I come to realize this sort of feature would help me a lot.

    I've been looking at plugin stuff, and I don't think it's possible to do it with a plugin, but maybe someone who knows more about creating a plugin would know whether it is possible. Hopefully Ashley will consider this feature.

  • I want to be able to create an object, specifying whether to add the instance to the front of the instance array or the back.

  • Instances are identical. Unless you know something we don't.

    No they aren't, that's why there is an array of instances, to hold all the different ones. When there is no SOL, it references the type.instance[] array. Pick Nth Instance would pick based on the index of that array.

    I'm looking to see if I can create a plugin that can reorder the type.instance[] array. Not sure if it can, but even so, would be nice to have this implemented without needing a plugin.

  • 99Instances2Go ,

    An object type has an array:

    type.instances[]

    This holds essentially a list of instances, and when you create a new instance, it gets added to the end of it.

    What I want is an option to add to the beginning of that Array.

  • What sort of collisions do you have in mind, mxwring ? Will you be using a tilemap?

    You could for example use a tilemap to represent colideable areas, and have a regular Sprite, to collide with the tilemap. Then you could position the q3dsprite to the Sprite's position. It also would get more complicated if you want to be able to jump ontop of stuff or walk underneath things- in which case, a tilemap may not be enough. If that's the case, I'd probably create my own collision checks using the q3draycaster against a 3d model that represents the colideable area.

    But yea.. depends what you have in mind I guess.

  • I'm not sure what is so difficult to understand here. You have a list of instances. You create one, and it is added to the end of that list by default.

    Now, if I have an event to Pick Nth Instance, it picks based on the order of that list.

    For example:

    I create 5 instances, and they are ordered in succession. I can Pick Nth Instance with Instance.count-1 to choose the last one that was created. Or I could pick 0, the first instance created. I don't care when they were created, because I know which one I can pick because I know the order they are in.

    Now, these 5 instances- their order is important, but I need to destroy the first instance and create a new instance in its' place. Destroying the first instance is simple. But now, my code, which can easily just pick instance with iid=0, will pick the second instance that was originally created- not the new one I'm creating.

    So, instead of it being easy and allowing me to create the instance at the front of the list, I have to create at the end of the list and now use a second piece of data to represent its' order. Or I have to reposition the previous ones, transfer their properties to each other if they have any, etc..

    If I could just create instance and choose to create it at front of list, I can avoid all the extra stuff. It should be pretty obvious the benefits?

    So yeah, I know it can be done other ways, but the point here is to make things better/easier/quicker/etc. When you start making complicated programs, these little things can be extremely useful.

  • It wouldn't replace any object. I want to create an object at the front of the list, prepend it to the list.

    This is something I think would be easy to implement, Ashley?

  • Ashley , would be nice to have a choice to either push to back or to the front of the list when creating objects. I know it may seem like a rare case that a person would want to do this, but it would make certain things easier and require less events/etc.

    As it is now, I can't accomplish what I want without having to create variables to record UIDs, and then extra events to pick them appropriately. I am forced to create more clutter due to the instance list being ordered only one way, and having to recreate that order differently through variables,events.

  • I want to create an instance by pushing it onto the beginning of the instance list instead of the end. So if I have 5 instances and I add another, how do I get it so the new instance has IID = 0.

    How do I accomplish this!?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If you need to change all instances regardless of which instances get picked or don't get picked, you can add a Pick All after the Or condition in a sub-event.

    I've been confused like you regarding how Or events work, but it is manageable once you understand them.

Prominent's avatar

Prominent

Member since 28 Apr, 2012

Twitter
Prominent has 9 followers

Trophy Case

  • 12-Year Club
  • Popular Game One of your games has over 1,000 players
  • Famous Game One of your games has over 10,000 players
  • Email Verified

Progress

15/44
How to earn trophies