Magistross's Forum Posts

  • If you want to remove "Test5@" from your string, and if you're certain the string will always end with , this pattern will do it "[^@]*@$".

    So RegexReplace(Text1.Text, "[^@]*@$", "m", ""). Note that with the "m" flag, the "$" will match each end of line instead of only the end of the string.

  • Could you provide a screenshot of the unwanted behavior and perhaps a picture of what should occur ?

    It's possible to change how the portrait sprite is positioned at creation. The event in question is event #15. (or close by, if our numbering doesn't match)

  • Oops, I guess it was a bit misleading with the "Tap Choice Mode" in the editor. It's only there for preview purpose. Ticking it will change the "Dialogue_TapChoice" global variable to 1. When that particular variable is set to 1, all choice initiated will have to be resolved with a tap gesture.

    Here's one way how the "changeportrait" function could be reworked to allow changing the animation frame.

    Changing the font size is basically done by changing the spritefont's sprite, and by changing a few value here and there so the system knows about the size of characters and what not. I'll help you when you get there if need be!

    By the way, that game of yours looks pretty sick!

  • Not too sure I understood your question correctly, but here goes nothing!

    The portrait is actually a single sprite object, named "Portrait". Each animation define a single portrait, it can be animated or not, depending on your need.

    There is the premade "changeportrait" text function that change the current portrait animation. It accepts only a new animation name, but you could easily modify it to allow specifying an animation frame number. Both parameter could be provided by a variable in the dictionary.

    That said, one could also decide to bypass the portrait mechanism provided by the system and create an entirely new one using only custom text commands.

  • Are you sure AJAX.LastData contains actual data ? (i.e. is it really loading your file ?)

  • Great that you figured it out. Do you still have trouble with the saving functionality? "Download dictionary" is actually the way to go, unless you want to download a single dialogue for a particular need.

    I remember having trouble downloading with Internet Explorer, the "Save as JSON" did not work properly on some older version. Could it be what's happening?

  • Classic mistake! It's easy to overlook the source of the problem and search in vain elsewhere. However, the system was doing what it was told to do, which was what was wrong in the first place. Goob job on finding it so quickly!

    How is your sci-fi game doing? I hope you're still motivated to finish it, it looked really promising!

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  • You are testing the boolean against the "false" string litteral, which can never be true. Replace "false" by 0 and it should work as expected.

  • Hrmm, error on request 198... You might want some hints from Ashley as to why this happens. Also why would you want to refresh the room list so often ? Normally you would request it once automatically, and allow the user to manually refresh the list once in a while.

  • Well, maybe the server has blacklisted you and you will only ever get flooding warning for some time.

  • The wait action isn't delaying the requests as you might think. It's not doing "every second, send a request", it's more like, "in a second, send all my requests", hence the flooding warning. You might want to do "wait loopindex+1 seconds" or better yet, switch to a timer based event structure.

  • Try the "Set unfocused" action on the textbox. This will probably blur the control and make the on-screen keyboard go away.

  • Nice going there man!

    Having those default values stored as instance variable of the player sprite would make the most sense, as those values are directly tied to how that particular sprite behaves. However, global variables or a dictionary wouldn't be bad either. So I guess in the end it all boils down to what you prefer.

  • If I recall correctly, the P-Meter in SMB3 made you accelerate faster as well as make you run faster. I guess you could hold default values for the platform behavior in variables, and set the actual behavior values according to those and some sort of formula with your own "p-meter" variable.

    You can manipulate the X and Y movement vectors of the platform behavior directly. Knowing this, "jumping" mid-air in a raccoon suit should bump the Y-Vector a little upward when the "p-meter" is full, or limit the minimum value otherwise (to get the fluttering effect).

    Same thing goes for swimming, although you will need different formula/threshold and what not.

    Good luck!

  • The problem is that in PHP, arrays can be jagged. Multidimensional arrays in that language are basically arrays of arrays. Each array can hold another array of variable length.

    In C2, multidimensional arrays are square (or cubic). "Pushing" doesn't make much sense in this context, it's more like "add row/column" (2d) or "add plane" (3d).