jobel's Recent Forum Activity

  • make a new project and make a bare bones example of it not working.

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  • I taught 10 year olds this past summer on C3. They did great... I just kept it light with using behaviors and we looked at variables.

    didn't do anything with Picking or advanced like that.

    although they all wanted to do a turn based game, which is pretty advanced, we ended up downloading the stateMachine plugin and made it really simple.. all the kids had a lot of fun.

    Also we did some animation that kids really loved. We did everything over Zoom and we could all share the screen.

    The other fun thing we did was save everyone's project in a Google Drive that we all shared and I made everyone play the game in the folder above theirs and take turns sharing their screen.. they LOVED IT!

  • pretty sure you can control what the compression is now. Maybe you have it set too high/low?

    try a higher bitrate... 128 or 256

  • great job! I played it, you definitely have something there! although I played on PC but I feel the really nice graphics will be very tiny tiny on mobile! but iPad should look okay I bet...

  • rexrainbow

    I assume the CSV plugin is no longer supported? Eren converted it to be used with C3 (which was great btw).

    but I keep coming across a 'bug' in it that I was wondering could/would it ever be fixed?

    Basically the bug is that the CSV.CurRow variable is not protected in scope. So if you loop through the rows of an CSV and inside that loop if you call a function that also loops through the same CSV it blows away the CSV.CurRow for the outer loop.

    There are of course work-arounds but I was just wondering if I should file a bug report or is it even possible to fix/is it even supported?

    I hate that I used this plugin everywhere, but honestly I haven't seen a better way to easily reference a DB or CSV in this case. Being able to use the field names is pretty great. i.e. CSV.At("name",CSV.CurRow) etc..

    Nepeo would you happen to know?

  • Mikal

    yup thanks! this is definitely the way to go...and much easier than tab characters!

  • hi, I'm formatting a table using a sprite font object.

    I plan on saving data each player's turn. I will save the data to CSV database. I also want to display this info in a table.

    So I was planning on using a monospace font and cycling through the CSV and for each ROW I would create an "append" to the spritefont text. In between the fields I would add tab characters to make everything line up.

    Is there a better way to do this? Also what is the character for tab? I know SHIFT-ENTER is newline but every time I use the TAB key in C3 I tab-out and lose focus on the field. When I type \t it just displays the text.

    When I build the string there is no system var for tab (like newline) how would I format the append text so my columns line up? I probably need to do a len() or something.

    *EDIT okay so I'm now setting up a new spritefont instance for each column.. that seems to work better so far

  • to give your player a "boost" give it bullet behavior (in addition to 8dir.

    Set Bullet Default Speed to 0 and Acceleration to -1600 and uncheck Set Angle

    Then:

    OnMouseClick
    Set Bullet Speed to 400
    Set Angle of motion to angle(sprite.x,sprite.y,mouse.x,mouse.y) - 180
    

    the negative acceleration will slow it down pretty fast. Not sure if this is the effect you were going for, but this is one way to do it.

  • use the function angle()

    so one way is:

    onMouseClick
    Set Sprite Angle to angle(sprite.x,sprite.y,mouse.x,mouse.y)
    
  • I think you may just need to update the NWjs export.

    Check out this thread:

    construct.net/en/forum/construct-2/general-discussion-17/big-nw-js-roundup-news-tips-119428

  • Ashley okay, that makes sense, thanks for the explanation. I thought maybe if you selected the object from the Project Window it would load the "prefab" of that object's default settings.

    Good to know!

  • when you create an object and give it behaviors what determines what the default settings are if you have multiple of them on your layout?

    I have a situation where I have 1 object on 2 different layouts. If that object has Bullet and set the speed to 400 on one and 200 on the other. When I create a new instance of that object which Bullet Speed will it inherit?

    likewise if I were to have 10 copies of my object on the main layout, then in-game I Create a new one, what will be the one it uses to default its settings from?

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jobel

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