goblynn93's Recent Forum Activity

  • I can get my C2 to the point shown in the picture and when I try to close it I get two Windows pop-ups saying C2 has stopped working.

  • Construct 2 crashes every time I stop using it. I can save/close projects and as soon as I try and close Construct 2 itself I get a double pop up from Windows like two things are crashing.

  • dl.dropboxusercontent.com/u/39000273/Maybe%20Fixed.capx

    I think you need to add Physics to your object...

    I am -not- an expert by any means but I do know that to keep Solids from overlapping that they have to have Collision detection which comes with Physics. At least that's how I understand it to work.

    I am assuming you're trying for a "follow-the-leader" kind of effect? I might consider using a "collision" trigger to stop movement. "Solid" is only one part of what you need I think!

    Physics gets tricky... good luck!

  • This is what I am seeing instead of a space:

    ?

    I think I might have found the issue...

    My CSV file is possibly encoded as ANSI instead of UTF-8?

    Going to try that...

    EDIT

    Fixed!!

    I opened up my .CSV in Notepad editor and Saved As with UTF-8 encoding instead of ANSI.

    No more ?!!

  • dl.dropboxusercontent.com/u/39000273/Data%20Entry%20Test%20Project.capx

    There you go!

    I used to have a button to export the arrays to the Browser Log but they looked fine there. Its in the List that it falls apart.

    Thanks!!

  • Hello!

    I have imported a plain text .csv file into an array.

    I loaded the array items into a List object.

    When I look at the list there are question marks inside black diamonds where the spaces should be...

    dl.dropboxusercontent.com/u/39000273/Untitled-1.png

  • I've figured out how to use IndexOf() and it works great as long as my string is exactly the same as my IndexOf(str).

    I am guessing there is a way to add in Left (text, count) to get the rest of this done...

    *edit

    Looking farther it doesn't seem there is an easy/elegant way to do this.

    IndexOf("B"wildcard) would be ideal.

    Without that option I have to pull each cell value individually, ForEach, truncate it, check it vs my conditions, reject or accept it, set a variable with its cell number, and move on.

    That's a lot to do... No Wildcard??

    No way to do like command line style "DIR B*.exe"?

  • I haven't tried it yet but looking over your image I think I understand why it works. The Trigger Once keeps the Instance Variable change to only the object breaking the rules instead of across the whole batch.

    Unfortunately I did something really really stupid when I was saving out the CAPX and I have to redo everything I did to get to the point I was at and failing.

    Thanks for light at the end of the tunnel! Construct 2 is way outside my normal job of video engineer and you guys are so helpful!

  • Wow thanks for the responses!

    klkitchens method is very fancy... I think I understand how it works and it solves another issue I was having without having to post about it now!!

    Paradox the Every X second and increment trigger sounds like the best option... I can adjust it easily as the number of objects to be spawned changes and as I get more or less objects I can easily change cycle time as well.

    Thanks for the great answers!

  • Just in case anyone reads this I will explain why it would be useful in my situation...

    My project is built for a Desktop with two monitors... one monitor is only for displaying information so being able to lock the mouse to the first monitor would be an advantage for not losing the mouse!

    Even if we could set the X, Y of the mouse that would give us the ability to create our own mouse lock-down! Or jump the mouse to the X, Y of an object would do much the same... some kind of control over cursor position!

    Thanks for the reply!

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  • Thank you for taking a look!! Its a mess, I know...

    If you watch the numbers they vanish in groups instead of fading or vanishing because of an overlap condition...

    The slow fade out is intentional. They all fade eventually or else I would never end up with more space to emit more things into!

    What I want is when the larger objects are emitted and are overlapping the smaller objects that the smaller objects go away and leave clear space for the bigger objects...

    it won't make much sense as a game thing because the project is not a game in the end...

    Currently: (not the CAPX)

    Bouncing ball controls emitter position.

    Emitter checks that it is not overlapping another emitter, an emitted object, or one of the "walls".

    If the Emitter is clear it emits a Place Holder which then get Text and other things Pinned to it.

    The larger sprites are the focus, the smaller sprites are filler.

    What I want:

    Bouncing ball controls emitter position.

    Bigger emitter emits when clear of walls and other big objects.

    Smaller emitter emits when clear of all walls and big and small objects.

    If the bigger emitter puts a big object on a smaller object I want the smaller object(s) to go away.

    The big objects should dominate the space. Any time they are ready to show up they should and everything that's smaller and in its way should Destroy.

    I hope that makes sense...

  • Its not always possible to make a capx. Not without rebuilding the entire project to clean out client restricted content...

    Repeat 10 times

    Spawn Object Size 10, 10 at Position 5, 5

    Add 10 to Position X

    This spawns 10 square objects in a straight line all at the same time.

    I would like to place a slight delay between each spawn. 0.01-0.1 seconds.

    I've tried to add "Wait" in various places and it will skip spawning objects or have zero effect.

    Repeat 10 times

    *Wait 1 second*

    Spawn Object Size 10, 10 at Position 5, 5

    Add 10 to Position X

    results in object spawning being skipped and I only get the last few

    Repeat 10 times

    Spawn Object Size 10, 10 at Position 5, 5

    Add 10 to Position X

    *Wait 1 second*

    seems to have no effect and all objects spawn all at once.

    Perhaps using Repeat X Times is not the way to accomplish this? Its nice and cyclical but maybe I need to build something less procedural with the same results so I have someplace to put in my pauses?

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goblynn93

Member since 8 Apr, 2013

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