trueicecold's Recent Forum Activity

  • Can you give me a short example in a form of explanation of what you are trying to achieve?

    If you are talking about objects being global from 1 layer from a layout to another layer with the same name from another layout, then you can use global layers .

    Reference:

    https://www.scirra.com/tutorials/594/bu ... terface-ui

    https://www.scirra.com/manual/85/layers

    inherited-layer-cross-multiple-layouts_t76247

    Thanks ! Global Layers ROCK! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Now I only add new layers per game mode, and reuse the rest <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hello all,

    I have 3 game modes, which uses all of the "classic" game mode objects, in addition to their own mode changes.

    Is there a way to "Extend" the layout, or to share it, other than cloning it for each game mode? this will force me to add objects to all layouts if I'm developing the game further.

    I know I can have global objects, but this will require me to go through each object and use "Create Object" on them before I can use them, since they are there for reference only (global object don't appear in each layout as well, but they can be referenced from every other layout).

    Thanks!

  • They are in the same family, but I wanted to check a single object type in that family to all others.

  • plinkie, looks like a valid situation: an player collides with one of several types of players, and I want the 1st (or 2nd) player to be destroyed.

    Actually, for my game, I've change the gameplay a bit, so I don't need it as of now, but it's interesting how that can be achievable.

  • Here's a Capx I uploaded to demonstrate the problem:

    https://drive.google.com/file/d/0B5myBv ... sp=sharing

    Drag one sprite to another, you'll get PickedCount 1.

    change the on collision to Sprite instead of the family, and you'll get 2.

    I've noticed I put the alert in the same level as the event, but putting it under a blank sub-event didn't change the outcome.

  • 99Instances2Go, thanks, so how can I achieve my goal?

  • Problem Description

    When a Sprite is inside a family, using "On Collision with Family" will return Sprite.PickedCount of 1, although the Object it was collisioned with was also the same Sprite type.

    Changing it to "On collision with Sprite" will return Sprite.PickedCount of 2.

    Attach a Capx

    https://drive.google.com/file/d/0B5myBv ... sp=sharing

    Description of Capx

    Drag one Sprite into another, and You'll get an alert stating the Sprite.PickedCount. This will show 1.

    Inside the Event sheet, Change the collision Family to Sprite, and you'll get Sprite.PickedCount of 2, which is the desired result.

    Steps to Reproduce Bug

    • Drag one Sprite into another.
    • Change the collision Family to Sprite
    • Test again to see the difference

    Observed Result

    PickedCount is 1, although 2 Sprites collided with each other.

    Expected Result

    Sprite.PickedCount to be 2.

    Affected Browsers

    • Chrome: YES

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    Release 233

  • You're right, plinkie, but I think I've found a bug...

    if Block is in a family - it always returns 1...

    Even if he's alone in that family - Block collision with Family will return PickedCount of 1, although the item that was collisioned with was Block as well...

  • With the on collision event, you can use Pick nth instance, instance 0 and instance 1 will be the two blocks colliding with each other and you can reference and use them in that way.

    Thanks, but it seems nth instance refers to the entire Block collection inside the game, and not just the ones involved in the collision...

    Also, outputting Block.Count inside a blank sub-event inside the collision returns the global amount of Blocks.

  • Hello all

    How can I reference both block (or a specific one of them, for that matter) in the event "If Block on collision with Block"?

    outputting Block.UID always return the lower UID of the two... I need to get the newer one.

    Thanks!

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  • There aren't any variants. Those things only have one size. I think you need to be clearer about what you need.

    I was meaning to create a capx showing my problem, then I understood I had a sprite anchored at the center, and this messed up my calculations (couldn't figure out why some other sprites were out of bound...)

    A noob mistake, really

    Thanks anyway!

  • Hey all,

    I often encounter issues with measuring the layout width, as well as sprite width. I can only suspect that it's due to the pixelDensityRatio, but I'm not really sure...

    How can I properly measure sprites and layouts, considering all variants?

    Thanks

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trueicecold

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