Excal's Recent Forum Activity

  • <img src="smileys/smiley2.gif" border="0" align="middle" /> Thanks Magistross! If only thread owners in here could award points to people who answer (kinda like stackoverflow) so they can earn badges!

    And good try blackhornet!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • There's no need to make two identical threads about this ;)

    This should also go in the Help Wanted section (in my opinion).

  • I have a bit of a complicated issue - I need to pick by lowest IID.

    Why lowest IID and not just IID = 0? Because I have several instances with body 'parts' and I need to pick a particular instance and destroy the part of that instance with the lowest IID. This IID will not be zero if the instance is the second/third/fourth/etc. copy of a particular object.

    How might I accomplish this?

    Tagging vee41 so I can poke his brain on this hehe.

  • vee41!!!!!! How the...

    You, sir, might have just fixed my problem. Those giant eyes of yours are definitely quite handy!

  • We've tested this, a for-each does not solve the problem.

  • We (another experienced C2 user and I) have done this.

    Adding a For-Each does not fix the issue.

    <img src="http://i.imgur.com/49hj02c.jpg" border="0" />

    <img src="http://i.imgur.com/aHuqnIY.jpg" border="0" />

    There is no 'obvious' fix to this problem. I have tried the 'obvious' fixes, hacky workarounds, and more, and it is still not working.

    It appears to only pick the first instance that meets the conditions while ignoring the others. I'm not sure what is going on at this moment. I am not the only one who has tried to solve this particular problem and lost as to why it doesn't work. We've isolated code, deleted code, and more. It may be time to ask R0J0hound to investigate.

    I'll be seeing if I can reproduce this issue with a simpler case.

  • In my case, that would be a bit cumbersome but I can see it as a viable workaround.

    Is there a system expression for picking the least value when comparing instance variables? Like Pick Instance where variable X is the lowest out of the instances.

  • Sorry for the confusing title - wasn't sure how to phrase this better.

    I am having a problem where events are firing the first time conditions are met but not the second or third time.

    This post is an example of what I mean - the first instance meets the conditions and the events execute perfectly, but the second and third instances also meet the conditions and the events do not fire for them.

    I set that problem aside and tried to do something else, and it turns out that again, the conditions are met for the first instance and the events happen to fire, but for subsequent instances that meet the conditions, the events do not fire.

    Before I try to recreate this in a simpler fashion and submit a bug report, has anyone else had issues with this?

    I have tried all manners of debugging, such as using For-Each, doing a function call each time a sprite is generated, other hacky workarounds, etc. but all to no avail. I have also ran this through another experienced C2 developer and he said he has had the same issues at times and thinks it also may be a C2 bug.

  • Still working on body part spawning, but another milestone in the creation of a working prototype has been completed: UI graphics!

    <img src="http://i.imgur.com/U08sFEe.jpg" border="0" />

    <img src="http://i.imgur.com/WXNONb3.jpg" border="0" />

  • Before I download this, since I've had similar issues in the past, do the following checks:

    Is the event that spawns the text spawning more than once? You may need a 'Trigger Once' condition. You can see how many instances exist through the debugger (it is possible for multiple instances of text to be created and overlapping each other, giving the illusion that the text is never being destroyed even though it is).

    Is the event that destroys the text firing at all? Add an event that destroys something else and see if that other thing gets destroyed. If not, then you know the event that destroys the text isn't firing at all.

    If the event that destroys the text is not firing, start disabling conditions until it fires. You should be able to pinpoint which condition is the problem.

  • I've moved the deletion of the furthest part to a function for on-demand access. I also ran a few tests in the debugger and nothing has changed - programs still have PartsActive > PartsMax and the function doesn't seem to be getting called the second/third time around.

    Can someone take a look?

  • Making a game have multiplayer is never a simple question.

Excal's avatar

Excal

Member since 9 Mar, 2013

Twitter
Excal has 1 followers

Connect with Excal

Trophy Case

  • 11-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

13/44
How to earn trophies