codah's Recent Forum Activity

  • If there are only 3 different monster types. Can't it be as simple as

    System: beast_box.box_id = 0 -> beast_box: Spawn monster1 ...

    System: beast_box.box_id = 1 -> beast_box: Spawn monster2 ...

    System: beast_box.box_id = 2 -> beast_box: Spawn monster3 ...

  • Thank you codah, and sorry for the misunderstanding.

    My original problem was this one : (not allowed to post URLS but check post "Question about using a single event sheet on different level" - last replied wed 27th august 2014 at 6:26 pm)

    What I meant with the number of instances is the following : if I have instances 0, 1 and 2 on layout 1, and I'm currently on layout 2, where there is 3 additional instances of the same object type, will they be numbered 0, 1 and 2 - or - 3, 4 and 5 (IID)

    And so instances awaing for me on layout 3 will be IID 6, 7 and 8?

    While you are on layout 2, there are only 3 instances existing, numbered 0, 1 and 2. When you go back to layout 1, there will still be only 3 instances, 0, 1 and 2. Etc for layout 3. You can check this with Debug mode.

  • Just to jump to the end. If there are only three objects, they won't be IID 4, 5 and 6 they will be 0, 1 and 2.

    Edit: [quote:oxkdu5i0]- Is IID dependent on the # of instances on layout or on the project? No informations on that point in the manual...

    ot sure what you mean by this. IID is for instances, they are in index of the number of instances of an object type. So your instances will always be numbered 0 to Sprite.count - 1

    Edit 2: What I was trying to get from you is "what is the problem you're trying to solve by tagging object instances relative to IID"

  • all this time I need a plugin! ahh! thankyou

    Well it's one way to do it.

  • Hey codah just because I am OP you don't have to tell everyone. LOL

    Now I'm confused!

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  • Rable what exactly is your issue? i.e. what is it you can't do?

  • Nah it's fine, I knew what you meant, it's just that it might confuse a beginner (not necessarily the OP)

  • By my (little) experience, CJs is much faster than intel.

    This seems to be contrary to what I keep reading in the forums. Very confusing.

  • You can't spawn a specific family member. I would use the nickname plugin and give each monster type a nickname "beast_0", "beast_1" etc. then spawn based on [quote:39g7ikjs]"beast_" & beast_box.box_id

    Or there might be other plugins that work more like the way you're expecting a Family to work.

    Otherwise you could have an IF block and if a square is 0, spawn monster type 0, etc.

  • Line3 in the first picture is [ELSEIF: Do something], so after that you have "imaginary Line4" with [ELSE: Do nothing].

    Line3 in 2nd picture is [ELSE: Do something].

    In your first picture, Line3 fired because the variable: pause is updated to 1in line2.

    I disagree that it's an ELSEIF

    It's basically:

    IF <condition1> THEN <action1> ENDIF

    IF <condition2> THEN <action2> ENDIF

    not

    IF <condition1> THEN <action1>

    ELSEIF <condition2> THEN <action2>

    ENDIF

    In the former BOTH actions can execute (and in fact did; thus the OP's problem).

    In the latter only ONE action can execute.

  • Hi. Just wondering why you guys choose CocoonJS over XDK/CrossWalk for Android. Thanks.

  • No worries, they are useful mainly in saving you doing a lot of picking of related objects. Families are another way to group (more categorise) objects.

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codah

Member since 30 May, 2014

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