AllanR's Forum Posts

  • So, I am trying to update my very old javascript Pop-up Calendar script to work with modules... I have read through the documentation many times, and have it pretty close to working. The only problem is that clicking on any of the calendar cells needs to call the f_tcalUpdate function, but that happens at the global scope where it doesn't know anything about my script.

    Can anyone help me get that function to work?

    here are two versions of the script: the first one is the one that I am trying to fix

    https://www.rieperts.com/games/forum/PopupCalendar.c3p

    this second one is the pre-module version that works fine in the R225 stable release

    https://www.rieperts.com/games/forum/PopupCalendar_225.c3p

    Note: if you run either of these in preview, the console will show error 404 messages on the calendar images, but it will still work fine. if you export the project then the images show up without the errors.

    they way the script is supposed to work is that when you click on the textInput field, a calendar will pop up under it to allow you to select a date. at the top there are buttons for Prev Year, Prev Month, Next Month, Next Year (but those buttons don't show in preview mode although they still work).

  • take a look at this thread from a few days ago...

    https://www.construct.net/en/forum/construct-3/how-do-i-8/put-commas-numbers-160413#forumPost1042464

    if you want spaces, just replace the comma with a space character.

  • you want:

    "testing text" & newline & "blah blah"

  • for the stuff I normally do, I use "Is overlapping object". Unlike a collision trigger, "is overlapping" will pick multiple objects at the same time (if they are overlapping). Then I use Pick top instance to get only one.

    "On clicked object" works that way too. (picking multiple instances)

  • it is not a quirk of families, the "On Collision" is a trigger and gets triggered for each instance it collides with.

    you do not need the pick nth instance (the second condition) because the code will get triggered for each instance regardless when the instances are overlapping. You can verify that by checking the AFaction.PickedCount.

    Your solution of setting the BBullet's instance variable is a good way to handle it. I would probably call the instance variable something like "Kills" and set it to a number like 1, then on each collision subtract 1 and if it gets to 0, destroy the bullet. So, that last condition would then say "BBullet.Kills > 0" to allow the collision to damage the AFaction.

    This would allow stronger bullets that could potentially kill multiple enemies.

    EDIT: oh yeah, I can edit comments, so I guess you may have to wait until you have posted enough comments before you can edit?

  • you are doing a number of things that could cause the problem - without seeing the code it is impossible to say.

    you should be using the Advanced Random to generate a unique list.

    or if you want to do it manually, use IndexOf to find if thisIssue is already in the array...

  • does it run on a tablet if you do a remote preview? or an HTML export?

    are you using any plugins that require a feature only found on phones?

  • you can click the links under your picture on this page - where it says 8 Topics 18 Posts

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  • event 3 will run every tick - before, during and after AJAX has loaded the lists.

    you probably want event 3 to be a subevent of event 2 so that it only runs once when AJAX complete triggers.

  • awesome job! looks fantastic :)

  • it is not as easy as you would think.

    here is a recent thread where someone asked the same question:

    https://www.construct.net/en/forum/construct-3/how-do-i-8/put-dot-number-157309?kws=regex%2bcomma

    and here is an older thread where I give an example using regex:

    https://www.construct.net/en/forum/construct-2/how-do-i-18/help-formating-numbers-commas-114567?kws=regex

  • you might need a "For each chest" to process each one the ball collided with. Although a collision is normally triggered for each instance as far as I know.

    you could log the Chest.PickedCount to see if it is trying to process several at one time.

    What you are describing should work - without having to redesign things. If it isn't doing what you want, then create a small sample file for us to look at.

  • I looked at your old dev log, and it looked like I could post - it just gives a warning saying that it is an old post. Give it a try...

    Tom would probably be the person to contact if the post was locked.

  • I tried your file after your first post, and couldn't get it to work either.

    But I had not done much with timelines, so I wasn't really sure how it was supposed to work. Might be a bug.

  • the mesh has to be a grid of rows and columns. But there could be a way to select which mesh points are allowed to move/be affected by the "cloth" motion routine.

    you would have to show some kind of example or mock-up of what you had in mind.

    the way it is now assumes the top two corners are anchored and don't move. that could be expanded to anchor other points on the mesh.