codah's Recent Forum Activity

  • still having trouble setting this up.

    Don't have time now, but look at your mobhp_bar function in isolation. How do you expect it to know which Mob_Family object to perform on? You're currently selecting all objects in the family, thus you're operating on them all.

  • Have you looked for game builders specifically made for text adventures? Not that I want to put you off C2 <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> It can be done but it's a bit of a square peg in a round hole. Maybe you could just embed a z-code interpreter <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://code.google.com/p/parchment/

    http://iplayif.com/?story=http://mirror ... ThePark.z5

    But I like the amber CRT.. takes me back <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

  • Haha true what was I thinking

  • Thanks for the great work.

    Got this for inverse pick Sure it will come in handy.

  • You have to pass in to the function, the UID of the object being damaged, then in the function pick using that UID (function.param(0)). And use a for loop to call the function for each object.

  • No but you could do it via mathematics (working out pixel based on grid position) or you could have a 'target' sprite in the middle of every grid point (if not too huge) and 'on dropped' just move to the one that's overlapping your dropped item.

  • I spent several hours trying to recreate the problem, but I couldn't. It exists in my main project though. This is crazy. More digging around to do!

    See here

    It's known behaviour.

  • Your way worked nicely! I ended up storing the original array in a temp array though, because in this particular example I needed to alter the order of the array only for the top-list and then revert it back. Thanks for your help!

    No problem. I also gained more insight into C2 arrays

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  • Thanks codah, I didn't realize that because I apparently only checked the example from the thread you linked. I'll try your system now!

    Hey no problem. You can throw it into a function, but unfortunately we can't make a 'generic' function for any array because you can't pick an Array like you can a Sprite (and it doesn't make sense because there is only one instance).

  • In my capx, the names are also at y=0.

    But even if they weren't, you just switch around the 0's and 1's, and voila. And if you want ascending sort order, change the < to > in event 7.

  • Try adding the condition 'Object.pickedCount = Object.count'

  • The problem is changing animation frames causes the physics body to be destroyed and a new one created in its place, and doing that prevents forces and joints from working normally. I can't explain why this is, it seems to be a result of the box2D physics engine, and I don't know what we could change to prevent it.

    Don't animate or resize any physics objects - if you need to, use invisible static objects with the physics behavior and place any animated/resizing objects on top of it. This is mentioned in the first physics tutorial.

    Ashley I implemened the technique you mentioned just fine, once I knew the limitation. I cannot see this mentioned in the tutorial however. TBH it should be in the manual, but the tutorial would also be ok.

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codah

Member since 30 May, 2014

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