goblynn93's Recent Forum Activity

  • I managed to brute force something I can share...

    basically I have bouncing balls controlling some sprites as emitters. The emitters check for certain collisions/overlaps and if they are in the clear they emit.

    The big emitter is dominant. It can emit on top of the small emitter. If the big emitter emits on top of a small object it goes away.

    Or at least that's the goal.

    There is probably some broken/unused stuff in the capx but I tried to get it down to just the emitter engine and what they emit.

    Yes, its 3840x1080... browser zoom is a little odd with it but I set Chrome zoom level I want, exit out, come back in and its centered better... Its an odd project!

    dl.dropboxusercontent.com/u/39000273/spawn%20destroy%20sample.capx

  • nope... didn't help...

    I'm not sure which would take me longer rebuilding this into a capx I can post or just figuring it out...

    I wish Copy Paste from one project into another would at least pull all the objects needed, trying to make samples of problems from big projects is so tedious...

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  • Unforunately the problem is heavily embedded in a project that I can't share and there are lots of things controlling other things making it not so easy to pull apart for a clean version. Nor does rebuilding it makes sense...

    I did figure out my issue though... I had forgotten to increment my Instance Variable that gave each a unique ID. Once I get that in there I think this will work.

  • So I've tried to apply the instance variable that seemed to be working and now that everything has its own version I am seeing random objects being destroyed. going to have to dig farther... frustrating.

    Is there a really good tutorial on Instances and picking/spawning/destroying sprites with instances?

    *added: I can't seem to find anything that focuses just on this. It all seem to just sort of gloss over this part of Construct 2 like I should know what's going on from my extensive web and computer programming background that I don't have.

    I know it can't be as hard as I am making it. Construct 2 makes everything so easy -once you know how-...

    Problem is I am much too much a newbie I don't even know the proper terms to begin a search for what I need!

  • I have an object that is spawned multiple times. I would like those objects to be destroyed when the overlap another object.

    I can get the object to Destroy on overlap but the problem is -all- the objects are destroyed not just the 1 that is overlapping at the time...

    How do I do something like:

    If any instance of Object X is overlapping Object Y then Destroy the instance of Object X that is overlapping and leave the rest alone?

    I tried to use an Instance Variable Boolean and then If True Destroy Object but it still destroys all the objects not just the one that was set to True.

  • Well I have not found a complete solution to my problem yet.

    I have worked around the issue by setting the Mouse to None when it crosses over areas that I want to display cleanly.

    :) Always more than one way to accomplish something similar/acceptable.

  • I have a loop that spawns objects "Repeat X Times".

    It creates the objects so fast that they all seem to appear at once. I don't want to slow down the animations or the objects themselves but I would like to put a small delay between the object spawns so their appearance is visually staggered instead of all at once.

    I've tried "Wait" but depending on where I put it in the loop I either skip spawns and lose objects or nothing at all seems to happen.

    Thanks!

  • Hi! This may be a totally obvious thing but I can't seem to figure it out.

    I have an array filled with object names:

    0 "Alpha01"

    1 "Alpha02"

    2 "Beta01"

    3 "Beta02"

    4 "Beta03"

    5 "Delta01"

    6 "Delta02"

    7 "Delta03"

    8 "Delta04"

    9 "Epsilon01"

    I would like to scan each cell for first letter and return the cell value of the first cell to contain that value.

    Looking for "A" would return 0.

    Looking for "D" would return 5.

    Bonus: Looking for "C" would return 5 or the next closest letter in line.

    Basically I am trying to create an alphabet index to jump around the long list in my array to make access quicker...

    I think I am just lacking a way to look at only the first letter of each cell and not the whole cell itself.

    I will try and make a simpler capx to post... this is one small part of a much larger project, I should have done a prototype in a standalone capx first!

    Thanks!

  • Is it possible to restrict the mouse to a certain area or within boarders for example if I make a game that always runs in a tiny window can I lock the mouse to that window?

    I know I can restrict movement of my objects but I really need to force the mouse to only one area while the games levels run.

    Thanks!

  • Ok I feel silly and fixed my own issue.

    Once again I am over thinking things... it said "URL" so I was looking to have to put in a whole complex URL...

    I simply typed in the file name and it works...

    AJAX > Request URL >

    Tax "x"

    URL "filename.CSV"

    Hats off again to Scirra for making Construct 2 so awesome that even -I- can use it! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Can I use the AJAX "GET URL" to open a CSV file that's outside my encoded app? I am hoping to keep the file in the local app folder or at least on the local machine as this game won't have internet access or any network access at all.

    Currently I am using AJAX Request Project File and loading my CSV file into an array using CSV2ARRAY. I would like to not have to include my CSV in the Project Files.

    I have a small test I built to load a CSV into an array and it works when I use "Request Project File" but not when I use "Request URL".

    It could be my URL for the local file is very broken as I can't find any examples of how to do this (because maybe you can't?).

    AJAX > Request URL >

    Tag "x"

    URL "file://.../sample.csv"

  • Thanks! Taking the slowest as the bench marker for smooth running makes sense.

    Thanks again for the info!

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goblynn93

Member since 8 Apr, 2013

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