dop2000's Recent Forum Activity

  • Checkbox is a Form Control, and as all form controls it's rendered above the canvas.

    Checkbox is a pretty simple object, you can easily make your own version with a sprite. Add a boolean instance variable, on click change the variable and animation frame. That's it!

  • I was considering dictionaries, but if i want a centralised way of exchanging the enemy configurations - not a massive switch statement with each variable of each type listed - I'll end up in the same situation, wanting to map dynamical references to enemy variables.

    I don't quite understand. Say, you need to swap Orc's configuration with Zombie configuration. You don't need any switch statements, you can do this literally with two simple actions - just re-assign Orc's dictionary to Zombie and Zombie's to Orc.

    Plus I'd have to maintain each enemy type's dictionary individually, to eg keep them in identical.

    I'm not sure if I explained it correctly - you will only need one universal dictionary object for all enemy types. On creation of any "Enemies" family member, you spawn a new Dictionary instance and "attach" it to the enemy instance. You can also create a bunch of helper functions for getting/setting values in the dictionary, for easier management.

  • It's probably because both your mouse on click events are triggered, and the fridge opens and immediately closes. Change them to this:

    Mouse: On Left button Clicked on Fridge
    
     Fridge: Is animation "Closed" playing -> Fridge: Set animation to "Opened" 
     
     Else -> Fridge: Set animation to "Closed" 
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  • I would recommend using a dictionary. Hear me out:

    You need to assign each instance of Enemy its own unique instance of dictionary. If you have only one Enemy object, it's super easy - put the dictionary and enemy objects into the same container. If you have multiple Enemy objects in a family, containers will not work. You'll have to "manually" create a dictionary instance and link it with enemy instance, for example using Enemy_UID instance variable.

    .

    Dictionaries have a few advantages over instance variables:

    • they are expandable, add as many keys as you need
    • you can access keys using strings - that's what you want!
    • you can easily swap data - Dictionary1 load from JSON Dictionary2.AsJSON
    • it's easy to save them in local storage
    • etc.
  • Sorry, that was obviously a typo, I meant event sheet, not event list.

    I understand and agree that your solution is more flexible, but it's still a hack :)

  • That is very bad for the editor. I don't know if you've ever made a large project on Construct 2 or Construct 3 or any game engine.

    I have and you are not making any sense.

    Say I have an event sheet named "General Functions" with functions like "getValue()" and "setValue()", which I need throughout my project and therefore have to include it in all other event sheets. Which is a bit of a nuisance. What I'm suggesting is a single checkbox to mark this event sheet as Global. How is it different (performance-wise) from including this event sheet to all other event sheets?

  • vectorX = (Sprite.Bullet.Speed)*cos(Sprite.Bullet.AngleOfMotion)

    vectorY = (Sprite.Bullet.Speed)*sin(Sprite.Bullet.AngleOfMotion)

  • Yes, you can select all events and press "R".

    The objects you are replacing should have the same instance variables, behaviors etc.

    .

    There is a big chance that what you are doing can be done much easier and more effectively with families. When you have to copy-paste the same code for different objects, it's almost always can be optimized with families.

  • That "E_Config_something" - is it some object, like a sprite, with Health instance variable?

    .

    Unfortunately, what you are trying to do is not possible. You can't refer to objects or variables using their string names.

    If you give more details about what you are trying to achieve, I may be able to tell you how it could be done better.

  • That said, I have no idea how or why this suggestion could have gotten 106 votes in just a few days

    Yeah, it got me puzzled too :)

    .

    I would probably like to see a different feature implemented - a Global Event List. When you mark an event list as Global and it becomes "visible" from all other event lists, without the need to include it. Would be useful for generic events and functions.

    EDIT: Event Sheet, not Event List, sorry.

  • Like I said, you have logical errors in your code. In events 5 and 6 you are changing animation without updating the Ball variable. That's why when you press Z after that, the variable changes, but the animation doesn't.

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dop2000

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