Gumbo's Recent Forum Activity

  • I am so stupid...

  • Hi,

    I really need to search globally and not each event sheet... how can I do it?

  • Hi,

    I have an event sheet (lets call it "story_events") with some global variables on it. Now I want to move the global variables to another event sheet (lets call it "global_event_sheet") and import that into my first event sheet. The problem now is that once I cut the global variables every event using them will be deleted. How can I prevent that?

  • I think you are trying to make a sprite a little bit bigger on selection (as a feedback that is has been selected). You can do this with the "Set scale" or the "Set size" action.

  • Hi,

    In order to create an object with "Create object" it has to have at least one instance in any of the layouts. So instead of inserting the object in each of my "level"-layouts I ended up with an "object-pool"-layout that contains one instance of each object I often create.

    Apart from this being a good idea or not I have a general problem: I want every object that I create with "Create object" to be scaled by a fixed factor without calling "Set scale" everytime. I thought I could set the size in the "object type properties" that are exposed when you select the object prototype but that has no effect.

    thanks

  • Yes I did. And I noticed something else. When I export the project as "HTML5 website" and let that run on the same machine from within the same browser the text is visible with the effect! When I start the same project from within Construct 2 I can´t see the text anymore.

  • I am trying to colorize a text written with a sprite font with an effect (WebGL pixel shader). Unfortunately the text is no more visible as soon as I add the effect. I tried several other effects but the result is always the same. With an attached effect the text is gone. As soon as I remove the effect the text is visible again. What is going on here?

    thanks

  • Well thanks, it?s working now with the following change:

    <img src="https://dl.dropboxusercontent.com/u/4928547/construct_solved.png" border="0" />

    But I really want to understand this completely. The event filters all enemies that are "is Hit" and performs the actions on them. This means that internally something like 'For each' is done by construct (For each enemy that is "is Hit" perform 'Subtract 1 from hitCount'). This is working for normal actions but not for 'Functions'. I don?t know the reason but I think it?s something like a 'const char*' in C. The pointer points only to the first element of the 'array' so the function is only called with the first of the filtered objects. Does anyone know why I have to use 'for each' for functions but not for normal actions?

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  • Hi,

    I really don?t understand this... I have 2 instances of an "enemy" type. There is another object that can collide with them. When they overlap (collide) the "is Hit" boolean of the enemy is set to true. When the collider object collides with both enemies at the same time something strange is happening. I have this in my enemy event-sheet:

    <img src="https://dl.dropboxusercontent.com/u/4928547/construct_trouble.png" border="0" />

    When I step over the action "subtract 1 from hitCount" I was expecting only ONE enemy loosing a "hit point"... the enemy whoose instance I am currently stepping through. Instead both enemies are loosing a "hit point" at the same step in the debugger. It?s like the "enemy" in the action means "all enemy instances" instead of the one instance I am currently in.

    In addition to that the function "PushBack" is only called for one of the instances. I have no clue what is happening there. What am I doing wrong?

    thanks

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Gumbo

Member since 17 Dec, 2013

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