oosyrag's Recent Forum Activity

  • If you figure out how to make a single one move the way you want it to, then you can make a group or line of them as well by applying the same movement with a time delay between spawning each instance. Try every x seconds or use the timer behavior.

    Per the manual

    int(x)

    Convert the float or text x to an integer (whole number). If x is text, non-numeric characters are allowed after the number, but not before. For example int("33xx") returns 33, but int("xx33") returns 0.

    Get rid of the $ with replace or tokenat.

    The Ajax plugin will generally allow you to utilize website apis. You can also include JavaScript libraries.

    If you can get a number as a string, you can definitely convert it to an integer or float.

  • construct.net/en/tutorials/savegames-11

    They're in an indexeddb in the os's local data/appdata folder. I believe it should be in a folder with the name of your executable, but I'm not sure.

    Updates should not affect the save (Unless the name of your app changes? Could use confirmation.) You can also manually store and retrieve as a json string if you want, to a destination of your choice.

  • Can't you bundle the plugin into your project file save now? Or am I remembering wrong... I don't normally use plugins.

  • Collision filtering with tags is not available in construct 2.

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  • You can with tokenat, tokencount, and loopindex fedca. But OP didn't want to name all of them.

  • The solid behavior has a 'tag' property you can set, or you can use the 'set tag' action.

    Then use the 'Set solid collision filter' action on the sprite you want to be affected only by that solid with the same tag.

  • Z-level is a pseudo 3d feature, allowing objects to appear closer or farther from the 'camera'.

    You may be looking for z-order or layers, to have them on the same plane, but appearing in front of or behind each other. There are system and common actions to all objects to work with z-order or layer.

  • On click, create sprite at Mouse.X, Mouse.Y.

    You can add a fade or timer behavior to the sprite object to have it automatically fade or destroy itself after a set time.

  • It's not a big deal in this situation, but as a general good practice don't let any event run every tick if it doesn't need to (event 5).

    Basically your objects don't need to change unless sprite.cows changes, and sprite cows will only change on user input.

    So in this case I'd probably make it a function that gets called as an action in events 9 and 10.

    Normally though, I would put the whole thing as a subevent of a trigger if I could, similar to what I did in my example.

  • If it's greyscale, you can loop through each snapshot pixel again to apply the conditional clamp. Use any of red/blue/green since they should always be the same in greyscale. Set snapshot pixel SnapshotRedAt(x, y)>50?100:0 for each color, or set an intermediate local variable to make it cleaner.

    Alternatively, you can simply use the blackwhite layer effect.

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oosyrag

Member since 20 Feb, 2013

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