dop2000's Recent Forum Activity

  • Our Steam game (NWjs 82 export) doesn't work on some Macs - the game icon appears bouncing in the dock, but the game never opens.

    Here are the specs of one affected machine: i7 MacBook Pro with 16BG RAM and Big Slur 11.2.3 OS.

    Looks like this started happening after we updated from NWjs version 72 to 82.

    What can be causing it and how can we fix this?

  • It's up to you, do what is more convenient.

  • check that I'm not missing an option somewhere that stores the layer from when i add the object to hierarchy?

    I believe there is no such option..

  • Yeah, "append text" is correct, but it shouldn't make the loop infinite. Maybe you are requesting the same file with AJAX multiple times, say, on every tick?

  • Use ".name" instead of "name", and the same for other keys

  • There are many ways. You can use invisible placeholder sprites, or 16 image points on the Grid sprite. Or permutation table feature of AdvancedRandom.

    Example:

    Repeat 2 times
     Placeholder Not overlapping Sprite
     Pick random Placeholder
     ..Placeholder spawn Sprite 
    

    Or you can place 2 instances which need to be randomized outside of the layout. Then pick two random unoccupied placeholders and move the sprite instances to them.

    Repeat 2 times
     Placeholder Not overlapping Sprite
     Pick random Placeholder
     ..Sprite X<0
     ..Pick random Sprite instance
     .....Sprite set position to Placeholder
    
  • What do you mean by randomize? 16 instances with IDs from 0 to 15 distribute randomly in 4x4 grid? Or shift each instance a short random distance within the cell?

    Or, say 5 instances place on random cells on 4x4 grid, and the rest of the cells will remain empty?

    Either option is possible (and easier) without arrays.

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  • Basically, it should be like, if SpriteA compare Variable != array2.CurValue: create spriteC on SpriteA where X = SpriteA(loopindex).X, Y = SpriteA(loopindex).Y

    Loopindex doesn't work in "Array for each element" loop, and CurValue doesn't work in all other loops. So I have no idea what you are talking about.

    I thought you decided to get rid of the arrays and configure all parameters directly in spriteA instance variables? Then compare the variable and spawn either spriteB or spriteC.

  • Yeah, when you create objects in runtime, Construct needs a "reference" instance to copy all properties from. A common practice is to add an unused layout like "Assets" and store all reference objects there.

  • Have you configured other properties - character set, character height etc.?

    Most people use the Spritefont Generator tool to create spritefonts. It exports a text file with all properties, including spacing data. So all you have to do is copy them over into Construct. You don't need to set the width for individual characters.

  • So, something like this?

    Array2 for each X element:
    .. SpriteA compare variable ID=Array2.CurValue
    .. : SpriteA spawn SpriteB
    

    I still don't understand why do you need that complex system with two arrays. Can you manually place sprites A on a grid and configure all properties in their instance variables, including the type of sprites B to spawn?

  • The expression should be random(100)

    Otherwise it looks correct to me.

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dop2000

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