Prominent's Recent Forum Activity

  • Put the fish into a family, and compare a fish with the family.. This essentially compares a fish to a fish. You will have to put the instance variable into the family instead of the fish, for the variable to be accessible to both a fish instance and a family instance.

  • Ah cool, I never thought of doing something like that. Wasn't what I had in mind, but I'll have to try this method out sometime.

  • R0J0hound , thanks for the explanation. I was looking through your code trying to understand how things connect.

    Have you thought about making a tutorial on how to port an existing library to a construct2 plugin/behavior? I'd be really interested, even if it is something simple- just to show how to integrate someone else's code with construct's.

  • I've found that when I disconnect the debugger window from the game window, the CPU usage drops by a large percentage. Not sure why but it does!

    Doesn't work for me (still same percentage). :clicking on the watch or profile tab helps. Probably takes more processing to display all the info in the debug.

  • R0J0hound ,

    here is a capx showing the problem in a simple scenario.

    edit: here's a new capx: http://1drv.ms/1R5XwJ6

    edit: it seems to not work if it is inside a post-collide. It works outside of it though. I need a way to do it inside the post-collide- I'm assuming it is a bug?

    edit2: also, I just noticed in this case it adds the joint twice since the collision events run for both objects that collide.. If I try to add a condition to check if a joint was added(so that it won't add another), it won't find that joint so it will add the extra joint anyways. I think this is related to the joints being updated at the end of the event cycle. If there were a way to update the joint list sooner or something, it would make things easier to manage.

  • R0J0hound , Is there a way to pick a joint based on its index?

    For example, I want to loop from 0 to (Chipmunk.jointCount-1), and then pick an object by uid based on Chipmunk.jointOtherUID(loopindex). I tried this, and doesn't seem to work.

    I don't really want to have to store a list of joints an object has if I could just cycle through them based on their index.

  • https://www.scirra.com/manual/78/expressions

    They basically express certain things in a quantitative form.

  • check if mouse.x is greater than variableX

    if greater, then set direction to right, else left.

    set variableX to mouse.x

  • Is it possible to show the debugger in a node webkit export?

    My project is at a point where the preview doesn't seem to be working anymore, and I have to export the game to test it out. Just wondering

    try adding the browser plugin, and then create an action on start of layout to execute javascript, and place this into it including the quotes:

    "var gui = require('nw.gui'); 
    var win = gui.Window.get();
    win.showDevTools();"[/code:3i0t4wn1]
  • Yes, I would like a way to handle exceptions too (with ability to change them at runtime too).

  • I think this is a good request- as it serves a purpose. I also wouldn't mind being able to resize the tiles(without resizing the tilesize).

    Things like these are common sense, since anything you can edit in the editor should be adjustable at runtime. If it isn't then that is placing a limitation on the game-designer.

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  • You can just create the Ghost object, and the newly created object will be part of the Enemy family.

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Prominent

Member since 28 Apr, 2012

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