klkitchens's Recent Forum Activity

  • I've got my main code working and now I want to work on some end-game scoring functions, so needless to say I don't want to have to "play" the game each time I want to test/tweak something. So I added a button to the layout for debugging purposes that basically "solves" the whole game for me (placing eggs in their respective baskets) so I can get right to scoring animations, etc...

    The button is called "FIllCorrect" and I have the following code:

    Conditions:

    FillCorrect - On Clicked

    System - Pick All Eggs

    System - For Each Egg

    Action:

    GameFunctions - Call "DEBUG_PlaceEggInBasket (Egg.UID)"

    which calls...

    Conditions:

    GameFunctions - On "DEBUG_PlaceEggInBasket"

    System - Pick Eggs by evaluating Eggs.UID = GameFunctions.Param(0)

    System - Pick Basket by evaluating Basket.UID = Eggs.BasketUID

    Actions:

    GameFunctions - Call "Egg_SelectEgg" (Eggs.UID)

    GameFunctions - Call "Egg_PlaceInBasket" (Eggs.UID, Basket.UID)

    GameFunctions - Call "Egg_DeselectCurrentEgg"(Eggs.UID)

    (these three functions are working, they are functions called when the user actually manually places the eggs, etc..., I'm just calling them (or trying to) automatically)

    The problem is I'm getting this message:

    "[Construct 2] Function object: called function 'DEBUG_PlaceEggInBasket', but no event was triggered. Is the function call spelt incorrectly or no longer used?"

  • Best tip I could give is learn what %, or modulo does.

    Already know what that does... not sure that answer was much help. Thanks to the others however who pointed me to values to actually get the time.

  • Excellent. Thanks!

  • Part of my scoring is based on the time it takes to do a level. I want to be able to capture the time they started, the time they ended and then find the difference between the two.

    Is this possible in native Construct or are there any libraries or plugins I can use for this purpose?

    I could increment a counter every "tick" I guess to keep up with that, but didn't want to add that per tick workload to the game if I didn't need to.

    The score requires you to complete a challenge in a single sitting. If you switch apps, you "fault" and no score is recorded though you can come back and finish, you just won't be scored.

    Any help would be most appreciated. I've set aside my Construct project for too long and want to get this market (tying up these loose ends) ASAP! :)

  • Since what you're doing is not common and not recommended, you'd have to go the long route. Copy the Layout, create a new event page, and then copy the code from the old event page to the new one manually.

    There is probably a better way to do what you want however.

  • Dig through the forums and you'll find quite a few threads (many resolved bug threads) where users on Steam are unable to get Construct 2 to start up. Usually, a new update or switching from the stable release to the beta or vice versa will fix the problem. But given how often these issues are cropping up, it seems to me there must be a core problem that's going unresolved. Scirra has said it's an issue with the Steam launcher, and that's likely, since I gather these problems don't happen in the release downloaded from Scirra. But it seems to me it's in everyone's interest (Steam, Scirra, the users) to get something like this fixed.

    I suppose maybe I'm just frustrated and trying to vent, or maybe hoping that bringing it up more generally will get someone to take it seriously, but I also want to know who else has experienced this problem and if it's as common as it seems. If you work on Steam--especially if you use it regularly and update with every beta version--have you ever had a problem getting the application to start?

    Not to be contrary... I own the Steam version and have NEVER (never) had a problem launching it or using it.

  • Well, I would guess the goal would be to have one event sheet that controls both layouts -- that way you don't have to duplicate all that code.

    I may create a smaller version of my main layout, but all the same components will be there and I want it to function the exact same way, so I would only want one event sheet.

    If I make changes to the events, they would work in both layouts. COOL!

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  • Thanks!

  • So while it's not natively exported to Ejecta like CocoonJS (those devs are IN their cocoons it seems), can someone who has gone from C2 project to Ejecta share the steps (for quasi-dummies) on how this is done?

    It would be greatly appreciated.

  • I want to know too. What are main advantages/disadvantages of CocoonJS for iOS and Ejecta for iOS?

    How would Ejecta for iOS work with C2? Export our game to HTML5 and then load it in Ejecta and compile?

  • Saw this comment in a couple of threads and I'm concerned. Been working hard on a game for iOS and now it seems C2 is having issue with iOS? Is this only until the latest CocoonJS launcher comes out?

    What's the story?

  • One thing that would be nice is the ability to click on a Function method call event and have it take you to the On Function Method condition.

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klkitchens

Member since 15 Jul, 2013

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