jobel's Recent Forum Activity

  • I've added controller remapping functionality, however I would like to pop up a message for a user with a controller that is NOT xbox compatible - to tell them to run the remap program.

    Is there a standard the string: gamepad.GamepadID(0) uses? Can I just do a string search for 'xbox' (case insensitive) and if not found, feel confident it is not an xbox controller?

    Platform will be Chrome since I plan on using NWjs

  • tarek2

    I assume you looked in Settings and selected DropBox under 'Backup location'/'Default save location'?

    other than that you should be able to save to the browser or download a copy, which isn't ideal, but it does work.

    EDIT: I was also getting that dark screen until I changed the location in Settings to DropBox (it was prev

    Drive).

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  • usually this has to do with Google Restrictions. it's happened to me a number of times. One time it was for an educational institution, they changed some Google Security that caused this. And another time, something Google did forced me to set some 'restriction' rule that I had to undo.

    I started using Dropbox because it doesn't have these issues and its faster since it doesn't keep asking you to log back in.

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  • newt awesome thanks, that seems to work pretty good.

    I use a for each only because I am setting each one to a different position. its a minimap/radar thing, and all object outside the player's range can be ignored because I set them invisible in another event.

    the object and the indicator are in a container

  • newt do the 'for each' in a sub-event of the instance var comparison or at the same level?

    I always thought sub-event were less efficient.. someone somewhere once said.. although maybe I misconstrued that...

  • I assume it is more efficient to filter objects, then in a sub-event use a for each loop on those picked?

    can anyone confirm this is what is happening? or is For Each always picking all? Is using it in a sub-event less efficient?

    i.e. Let's say I only want to do something to sprites within a specific X/Y Every Tick. I need to do a For Each, but if I have 500-600 sprites, it starts to get heavy. If I filter those sprites to only objects that I need, in a specific region of the layout - will that run more efficient?

    I'm working with a minimap (so I have objects in the entire layout and then all those objects indicators on the HUD). I only need to represent what is the player's range

  • Halfgeek yup that's how it's setup with Functions, but I have friendly turrets that fire at enemies and enemy turrets that fire at you. But of those turrets I have different animations for different kinds of turrets and only one kind will shoot player & enemies & incoming missiles (for both sides). The problem is, if I Add Target of missiles, then all the turrets get it globally. It's such a strange behavior. So I just have to set that one up as it's own object. Just another thing to add to the Family, to destroy and keep track of (reload times etc). I don't like it though, I want to be able to make a Turret parent and then have 'children' of that Turret object... but maybe this is coming in the next year or so? but it won't help me now...

  • dop2000 thanks, I was wondering how to limit the cone range of the turret, I was using LOS but was never un-acquiring target!

    The way I was trying to use it is: there are friendly turrets and enemy turrets. Some shoot at you, some shoot at your enemy. But I was using the same object for both. but maybe its a better architecture to have a 2 different object types for the different turrets.

    The only reason I used the same as each turret fires 12 different weapons, and there's a bunch of logic that goes with each weapon so it seemed prudent to make just one generic turret and just change the Target Objects depending on which layout you were in...

  • thank you Ashley! I've been trying to figure out how to do this forever!

  • Halfgeek also you can't make some Turrets (of the same object) have different Targets? I only want one turret to shoot a certain thing. Even if I pick the turret I want to Add Object to, they all get it.

    So I have to make a completely new turret object in order to separate targets?

  • I have multiple layouts, depending on the layout the turrets will target different things. But it keeps breaking and turrets are aiming at the wrong things, but only after they have already once targeted an object in a previous layout. I assumed Turret was wiped clean at the start of every layout no?

    I did a work around by adding a Clear Targets on Start of Layout and that seemed to fix it. Very strange to have it be global. (a day of work lost on this btw - since nothing in the doc mentions this)

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jobel

Member since 27 Jul, 2013

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