Wolph's Recent Forum Activity

  • Thank you fellas, I don't know why I didn't consider using "loopindex", thanks a lot!! Just reduced that nasty function call to one line! Bravo!

  • Say I have an object, and I want to use one expression to say, "Create Object / Set X to +8 of last created object", and then repeat that 20 times with the one line and the repeat condition. Currently the objects just spawn on top of each other instead of to the right of the last created object.

    It seems simple enough, and maybe i'm just tired, but my workaround involves 20 lines in a function that just creates 20 objects at a new X value for each. i.e. ( Create Object / Set X =40, Create Object / Set X = 48, etc,

    So this simple expression would remove this function call, and about 25 lines!! Thank you guys!

  • Actually, if this is only an implication of an object creating itself upon destruction, could it not be fixed by disabled the action "Create"/"Spawn" when it is an object creating itself by checking for objects that create themselves after destruction before Restarting?

    ie, Disable "Create object" when it is an action of the condition "On Destroyed" only when its creating the same object.

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  • So, that would only be a problem if someone was creating the same Object A upon "On Destroy" of Object A.

    ie, "On destroyed" (Object A) - Create Object A.

    Where as I am saying, "On Destroyed" ( Object A) - Create Object B.

    Object B does not have an "On Destroy" - "Create" condition/action, there for it would not be stuck in an infinite loop. More over why does the event sheet scan through everything on Restart Layout? Would that not fix it, if it were to say, do not run the entire event sheet one last tick rather just run the "Restart" function?

    Thank you for your patience, trying to wrap my head around this, anyways thank you again, and for the workaround.

  • On a side note, we fixed this problem by using a Function "DestroyGarbage" before running "Restart Layout", which destroys all our objects. The problem looks to be that the event sheet runs one last time through the code which it should most likely just stop everything and restart.

    That or a Destroy all needs to be implemented BEFORE the Restart Layout fires, not after. Anyways thank you for your hard work Ashley, and Construct! Thank you.

  • Problem Description

    ____ "On Destroyed" - Create Object, runs on "Restart Layout" because it destroys the object upon "Restarting Layout", causing "On Destroyed" to create the object in the new Layout, or restarted Layout. ____

    Attach a Capx

    ____ https://www.dropbox.com/s/jok0oh6zts45fgc/RestartLayout_Duplicatation_Bug.capx?dl=0____

    Description of Capx

    ____ Reproduces the bug "On destroyed", Spawn new object after restarting the layout. Obj Count shows that the new object is being created after restarting. ____

    Steps to Reproduce Bug

    • Click the "Restart" text.

    Observed Result

    ____ Restarting the layout, creates a new object from the "On destroyed", "Spawn Object" condition/action after restarting. ____

    Expected Result

    ____ "On Destroyed" - Create Object does not run upon restart layout. ____

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    ____ Win 7 Pro ____

    Construct 2 Version ID

    ____ 200 ____

  • Anonnymitet, Thank you, but this is not the intended effect, the cursor still leaves the area just not the sprite, the only real fix is to make only full screen games and forget about browser/windowed games or use this plugin or create a plugin using the Pointer Lock API.

    briggybros, This is exactly the intended functionality, thank you! Although I was hoping it could be done without a plugin, this will have to do.

    Ashley, So you cant lock the mouse to the center while the game action takes place, whats to happen when people want to play the game without clicking on stuff out side the game content? This is quite a huge oversight for a game engine, especially one designed to work with browsers. It is a critical flaw and should be a top priority in implementing this functionality without plugins. Especially now that the Pointer Lock API is out, hitting ESC releases the mouse, so its not a security issue. Thank you for your hard work, I look forward to seeing if this can be implemented smoothly into "mouse" without plugins.

    Intended functionality > Example FPS Quake game using Pointer Lock API : http://media.tojicode.com/q3bsp/

    Thank you.

  • The mouse is leaving the game area, even when exported to desktop, or preview. I must be able to lock the mouse to the game area, so that it does not leave the game area. I'm sure this is much simpler then I'm making it.

    Thank you!

  • Excellent! Thank you I love this community, your solution is even more elegant! Bravo!

  • Have you ever wanted animated tiled backgrounds for your game? After searching, I've found that this feature simply does not exist within Construct 2. So If anyone's looking for a simple solution, I have come up with a very simple solution to this problem.

    By using two Tiled Backgrounds (WaterFall_0, WaterFall_1), and placing one on top of the other, you can toggle the visibility of the one on top, to create an animated effect.

  • Thank you for the replies, I was referencing this post https://www.scirra.com/forum/destroy-single-instance-of-bullet-projectile_t70613.

    So looks like using Families is the correct procedure in Construct 2? Id rather like a way to check for all solids other than using Families, or at least know if there is another way.

    Thank you!

  • Hello there, this seems like a simple problem, yet I have searched and cannot find an answer referring to Construct 2, only Classic.

    Was this removed in Construct 2 (Attributes/Solids from the "On collision with object")? If not how do I use it, and if it was removed, must I put all my solids in a family and check the family instead?

    Thank you!

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Wolph

Member since 13 Apr, 2013

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