silkc2's Recent Forum Activity

  • But that's my point, it isn't confusing at all. I inverted the statement to be a NOT condition, thus the question;

    "There are NOT any bullets on the screen" should return true.

    I'll submit as a bug just to see if it's me being silly or not. I hope not after 20 years of programming, lol. :)

  • Yeah your way works, thanks! I have to say I don't fully understand why mine doesn't work, I can't see a logic error. Do you think it should be recorded as a bug?

    * NOT Bullet on-screen   < is true!

    * Spacebar down   < is true!

    = Spawn Bullet < doesn't happen!

  • Ah ok so for now I am not being silly, this is the current way it's done? Just wanted clarification so thank you. :)

  • Actually it's not firing any at all, and I do have the bullets set to destroy outside layout. So as far as I can see my logic *should* work.

    Yours looks to be identical logic done in a different way but I'll try it anyway.. thanks. :)

  • Sorry I don't mean I'm literally cloning the same texture - ctrl+drag makes another instance of a texture. So I'm not creating 100's of extra objects in memory or anything. My concern was more from a GUI point of view, it's hard to "draw" my tile based map like this.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hiya

    I think this should be simple but can't work out what I am doing wrong.

    On spacedown I want to spawn a bullet, but only allow one on-screen at the same time (so fire rate increases if shooting something nearby).

    I thought this would work but it doesn't:

    * NOT Bullet on-screen

    * Spacebar down

    = Spawn Bullet

    Nothing happens.

  • Hi all

    I'm making a retro top-down dungeon romp. I've noticed it feels a bit finicky trying to place all my tiles down and wondered if I'm doing it wrong? Here's what I do for "tiling":

    1. Create one sprite per unique tile
    2. Use ctrl-drag to clone it
    3. Use grid snapping for accurate placement

    It really doesn't feel intuitive compared to for e.g. RPG Maker.

    Is there an easier way? Anyone got tips?

  • Yup it's fixed, thanks. :)

  • Hello, I'd also like to say I'm having problems with this bug.

    Here's a capx with a demonstration.

    dl.dropbox.com/u/116137178/PlatformFallThru.capx

    If you jump whilst the lift moves down you'll usually fall through it.

  • Sorry I mean LAYOUT name not layer name.

    So if I have

    Layout1<>MainEventSheet

    Layout2<>MainEventSheet

    A global sprite with an instance variable "BoundLayout" = "Layout1"

    On my main event sheet I want to "at start of layout" set any sprites that aren't on this layout to visible = false.

    So then if I use global sprite objects can show/hide depending on current layout.

  • In an event how do I get the current layer name?

    i.e. I want to compare an instance variable to see if it matches the layer name of the currently active layer. Then I can make a sprite invisible if it isn't bound to a layer.. thus retaining object state. I need to do this because I can go in and out of rooms, pickup stuff one time only.

  • Ah I was just wondering about this. In my case I simply want my instance variables to be persistent for each layout. So if I re-enter a room, my doors are still open and my levers are still pulled.

silkc2's avatar

silkc2

Member since 28 Jan, 2013

None one is following silkc2 yet!

Trophy Case

  • 11-Year Club

Progress

11/44
How to earn trophies