oosyrag's Recent Forum Activity

  • Looks fine? Does it work?

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  • On event 13, you aren't picking any text objects in the conditions, so the actions apply to all text objects instead.

    You'll need to either have some way to identify the correct text object to set, or set the text at the same time the text object is spawned, which automatically picks it.

    To associate a text object with a sprite object, you can put them both in a container, or upon spawning set an instance variable in the sprite to text.uid (or the other way around). Then you can use the pick by uid condition (Or pick by compare instance variable, if you did it the other way).

    It looks like setting the text when spawning isn't going to work in this case since you want it to update every tick.

  • Try adding a "for each" sprite object condition and see if that resolves your issue.

  • Assuming your scroll speed is a variable...

    You can use the every x seconds system condition to increment it.

    Or you can use a timer behavior on triggered.

    Or you can set it based on score, if that's something you're keeping track of.

  • Zoom out in the layout editor.

    Or just draw it.

  • Check out the Blend Modes example. editor.construct.net

    The one you'll be interested in is Source In. To set up, the mask and the map should be on the same layer, with the force own texture property checked. The mask should be at the bottom of the layer, while the map is on top. The mask has no blending option set, and the map is Source In. The filled in opaque of the mask are what will show, and the transparent areas will not be visible.

    You will move your map sprite object according to how the player moves, scaled to however your minimap scale is compared to your actual layout. Alternatively you might be able to do it with parallax settings on the minimap layer.

  • The simplest way would be to actually have a minimap sprite object that is a zoomed out picture of your actual map, and crop it with blending modes.

    An alternative for really huge maps that might be more efficient is to use a tilemap with single pixel tiles. This could be good in a game where the main map is built from tiles in the first place.

  • Might or might not work depending on your application but it is also an option to have multiple instances of the same array object, or to put your different array objects into a family.

    You'll still need a condition to pick the relevant arrays somehow though, by IID, UID, or instance variable.

  • I put a suggestion in for you which you can add votes to - construct3.ideas.aha.io/ideas/C3-I-1560

    The manual entry on arrays where it talks about the array editor does have a link to the AJAX object's page. I can see why AJAX might be intimidating to a beginner who doesn't know what AJAX is, since it may be an unfamiliar term. It's basically a way to import data from files or or other outside sources like webpages into memory, where your game will be able to use it. You'll also need to know how expressions work.

    A step by step guide is definitely what the tutorials, written or video, are for. There's one written by the developer here - construct.net/en/tutorials/using-project-files-12.

    The bigger problem is that there is so much information out there sometimes it's hard for a beginner to know what to search for, or even ask the right question (xy problems are very very common). But that's what the forums are for!

  • Parsing basically just means to read through a set data and extract what you want from it.

  • I can't think of any particular reason why not.

  • The array object as a data structure is defined and created at runtime. You can have multiple instances of these, of different sizes (shapes). It starts out emtpy, and it's contents can change during runtime.

    The array editor creates a file that describes the contents of an array. It is fixed, and doesn't change during runtime.

    The array editor is a (relatively) new feature of Construct, it didn't exist in Construct 2. Before, you would need to create your array in a third party program/format, import it as a project file, and parse it properly to load it into a runtime array. The array editor gives you a built in way to create these files in a compatible format you don't have to worry about parsing. You can think of it as a built in, lightweight Excel.

    Basically arrays as objects can be more flexible than just loading one static set of data (even if you don't use them that way in your particular application). So rather than 1 step "Create array with these specific contents.", its "1. Create an array, 2. Define the contents".

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oosyrag

Member since 20 Feb, 2013

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