RandomDood's Recent Forum Activity

  • I'm trying to build a grid system in code (invisible grid) and thought an array would be the best option.

    I wanted the array grid to change values (0 = false, 1 = true) if an object was covering those corresponding potions on the game field.

    I tried a few variations of:

    Start of Layout

    ->Set Array size to X=layoutWidth/gridsize Y=layoutHeight/gridsize

    Fox "x" from 0 to layoutWidth/gridsize

    Fox "y" from 0 to layoutHeight/gridsize

    --If object is over gridsize*loopindex("x"),gridsize*loopindex("y")

    ->Set Array Index (loopindex("x"),loopindex("x")) to 1

    --Else

    ->Set Array Index (loopindex("x"),loopindex("x")) to 0

    But the array just wont recognize if something has been placed over the corresponding coordinates.

    Can I not use the array this way?

  • That makes the debugger kind of useless for arrays doesn't it?

    Is there other way I can check the values in those positions that wont show up?

  • I apologize if this question has been asked before.

    I am having trouble with the array object. I put values in (X,X,1) for a 2D array, but when I debug all I'm getting are the values for the first set of numbers like its a 1 dimensional array (X,1,1). I don't understand why.

  • Awesome. It works perfectly.

    Thank you <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Ah, I understand. This should be a lot simpler now. Thanks.

    Also this should have been my first question, but how exactly do I use the mask effect? When I apply the mask I have this giant black void around it and I get this permanent image echo effect for anything that moves around in the black.

    And is there a way to invert the mask?

    Edit: If I make the mask dynamic (having it move) it acts like a paint brush, undoing the rest of the mask. (that's not really my goal)

  • Is it possible to mask off part of an image, and at the same time change the collision mask so the part that is visible can still be collided with, while the part that is now invisible can not?

    Or at the very least is there a way to create the same effect?

    P.S. Trying to do this during run time.

  • All I can say is

    OOOOOOOOOOOOOHHHHH!

    That's Cooooooooooool!

  • Out of curiosity, is it possible to have construct auto build a stage and/or visuals based off of music?

  • All I can say is "Uhhh".

    To bad there is no Plug-in, or at the very least a tutorial to make this easier.

    I mean I know its possible to do just by changing the resolution. (But I guess you just said that.) One of the things that really screw it a good execution is that scrolling.

    So would it work if I had an options screen to change the resolution of the game, and then a function to re-initialize (re-launch) the game if "apply" is selected?

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  • Your example gave me a good idea of how to get this to work thanks. But can I ask if you found a solution for objects positions changing slightly when giving the player the options to change resolutions/ enter full screen?

    (Different layer scrolling speeds)

    Basically I want to do what Konjak(.org) did with his new Iconoclasts demo: mediafire.com/download.php

    How he gave the option for multiple screen sizes and fullscreen while still keeping everything where its suppose to be.

    And yes I am promoting this guy while asking for help.

  • Problem with that is it will keep adding

  • Is if possible to count (system -> count objects) the number of objects that have the same variable count.

    Example:

    16 objects that are the same.

    5 have the value of "1" in (Variable)

    Always

    Global var (Count) = Object with (Variable = 1)

    (Count) = 5

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RandomDood

Member since 29 Jun, 2012

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