mekonbekon's Recent Forum Activity

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    Hi DiegoM, first off, thanks so much for the work you've put into this feature - it's a fantastic addition to Construct and I'm really looking forward to implementing it in my projects.

    I've a question about the scrubbing: why is it necessary to hold Ctrl to see the current view? Are there going to be any situations where you don't want the marker to display the animation at the indicated time?

  • Hi,

    I'm wondering if there's a way to use the AJAX object to request a JSON project file by name rather than using the drop-down list? Or maybe using some other object?

    Each level in my game has its variables stored in a separate dictionary JSON file. It would be great if I could request the file by name e.g. "level_"&ampcurrentLevel.

    I guess I could stick the variables for all the levels in a single dictionary or array, but both those solutions come with their own problems.

    Thanks in advance for any help you can offer.

  • Green321

    Here's an example that contains multiple teleporters - you should be able to simplify it to suit your needs:

    https://www.dropbox.com/s/h0h7fjk5t8d3p ... e.c3p?dl=0

  • In general it's best to avoid using the wait action, especially in situations where it might be interrupted. Instead, add the timer behaviour to your character. Remember to give each timer you start a different tag. You can then use the "stop timer" action to cancel the timer for a given tag.

  • nightbr You're welcome

  • Hi nightbr, the easiest way to deal with this is to put the bat and the start position object into a container together. That way whenever you pick a bat you also pick its start position:

    https://www.dropbox.com/s/u37utq9xvas7n ... .capx?dl=0

    I also added a "for each" on the check, otherwise you might have problems with the else statement that determines the mirroring.

  • TheSynan, you're welcome

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  • Hi tarek2, Thanks for looking into this. I tried with your bug capx too and got the same result. Interestingly, if you check the timer tags in debug you can see that each sprite has a different tag ("change0","change1","change2") so it seems that the UID is being applied to the tag correctly.

    So the problem is that even if they have different tags if they finish on the same tick then "change"&self.UID still picks them all together, so the function Call "ChangeAnimation"(sprite.UID) will only fire for the first sprite in that group. Adding the "for each" to the function call (as suggested) fixes it, which renders the UID unnecessary.

    OK, I'm pretty sure that explains the issue I've been having - time to rewrite some code! Cheers again

  • I have a bug in one of my projects; multiple instances are running simultaneous timers and I've been using a tag containing the instance UID to differentiate between them. Sometimes an instance hangs when the timer expires.

    If making the tags unique by including the UID isn't enough to distinguish between timers for instances of the same object finishing on the same tick then that might explain the issue I'm experiencing, hence my interest.

  • blackhornet tarek2

    Re. the timer multiple fire issue, is it possible to circumvent this by using "fire"&self.UID as a tag?

  • TheSynan

    Here's an example:

    https://www.dropbox.com/s/o6c85gmlczowk ... .capx?dl=0

    Press space to start the pathfinding and shift to reset the level.

  • Ah yes, "pick all", I forgot about that. Cheers!

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mekonbekon

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Member since 9 May, 2014

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