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  • ah yes of course.

    a quick and simple fix will be to add a counter

    for each correctly matched add +1 to the counter, when that's equal to the array.length the tick can move to the correct animation frame

    there's probably a better way of doing it but I'll give this a try

  • I had already tried that it is doesn't work.

    The issue with it is that it doesn't compare all the elements.

    As long as one element matches, it thinks they all do.

  • I'm trying to compare multiple entries in 2 different arrays.

    I'm able to do it but only if I compare each entry individually, this isn't a problem when I'm just comparing a few entries. However, this is going to be for a larger project so I need a better way of doing it.

    My current way is like this:

    Each element of the user array is compared against the answer array, but only one by one. I've tried doing it in a for loop, but this then doesn't to work it only looks at the last element.

    a sample of the project is here:

    dropbox.com/s/wbr2inpk196i0j4/array.capx

    surely there must be a more elegant way of doing this... been trying all day and it's driving me mad!!

    thanks for any help

    Tagged:

  • Interesting after doing a lot more testing I've found that if I use 640 x 360 as the resolution then text doesn't seem to scale cleanly in Firefox, the text appears jagged, whereas if using 1920 x 1080 its fine (not seen any issues yet with downscaling).

    Most be an issue with how Firefox renders text as none of the other browsers (on desktop or mobile) seems to have this issue.

    I'm going to give 1280 x 720 a try and see if/what issue that throws up.

  • thanks both of you for your replies.

    I'm using "High quality" for my Fullscreen scaling, and I'm only ever using 10 or so sprites (the stuff I'm creating is mainly text based).

    I've already started creating a far bit of content with a resolution of 640 x 360, so if there isn't really that big of an issue I'll keep going with it.

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  • Just a quick question.

    Is there any benefit in building a game in a resolution of 1920 x 1080 over 640 x 360?

    I'm using high res graphics and am scaling when in browser. I've tried prototypes in both resolutions and there appears to be no difference in quality or performance.

    If I were to build in 640 x 360, would I run into any problems I'm unaware of?

  • After much reading found the answer here in the 'Pasting Data in to Expressions' section.

    construct.net/blogs/construct-official-blog-1/common-mis-used-events-and-gotchas-822

  • Just looking from a performance point of view, does anyone know if its better to load JSON code with an AJAX call to a external JSON file compared to just having the code entered directly into C2?

    So

    System | On start of layout -> AJAX | Request myData.json (tag "myData")

    AJAX | On "myData" completed -> myArray | Load from JSON string AJAX.LastData

    compared to

    System | On start of layout -> myArray | Load from JSON string "{ all my JSON code entered here }"

    I'm working on a major project at the minute and will need to create 1000+ JSON files, so performance is key

  • maybe I'm over complicating it or not seeing what I'm supposed to be doing

    I've tried the pin behaviour but I can't see how to make it work when I'm using multiple instances of the same object.

    breaking it down to a very basic example, on the layout I have

    Sprite_A, Sprite_B, Sprite_C, Sprite_D combined into a family called SpriteFamily

    then a text box called TextBox that I've duplicated 6 times

    Sprite_A and Sprite_B need to have 2 TextBox pinned to it and Sprite_C and Sprite_D need to have 1 TextBox pinned to it

    other than manually pinning each one line by line I can't see a way of doing this with loops or anything else. doing it manually is fine for this example but eventually I need to have 10+ different elements attached to each sprite.

  • Ah, might be a problem as other than the 1 background sprite all the rest are instances (forgot to mention that)

  • I'm trying to group objects of different types together so that they can be moved around the layout as one.

    Families and containers don't work as I need to have a mix of sprite, text box and text fields.

    For example, I have 1 background sprite that then has 2 other sprites on top of it, with 2 text fields and 1 text box. I then have this duplicated 4 times on my layout at any one time.

    I'm currently using the following event and it works ok. ibb.co/hBbe1d

    The issue is I will need to add further elements in the future, some of which only need to be on 1 of the duplicates not the other.

    I just need some way to group a selected number of mixed objects... any suggestions?

  • Ah, I see!

    I didn't realize that putting in the condition would then let if affect the action.

    Works perfectly, thanks!

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x3fold

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