newt's Forum Posts

  • Supposedly its the top tier that picks, and sub events to the creation tier should remain picked. So even though this is a sub event, its is the top tier as far as the tile being picked/ created is concerned.

    It must be the array, its either not being initialized correctly, or possibly a non integer issue.

    Edit:

    Ahh didn't see the current for array, yeah don't use that with a loop.

  • Yeah, you could always use the object index as well.

    Still, containers are absolutely perfect for this.

  • It may be a bug. Might make a capx to confirm.

  • Actually, that should have worked, my guess is that it may need a tick to change the value,.... but you don't need to compare anything any way.

    When you create the sprite, its already picked. So just drag the "Set animation frame 3" action up under the y loop.

  • Nope loopindex, is all you need, but you would need an event to set the variable to loopindex first.

  • Well the question is, if you can avoid introducing duplicate points, would it make any difference?

    Also, just to clarify, when adding variants, should you clear the existing points, when adding a new variant?

  • Actually I think it is. Seems /b/ does have some skills after all.

  • More like:

    <img src="http://memearchive.net/memerial.net/1033/son-i-am-derp.jpg" border="0" />

  • If you have a mic, you can mix your own with Audacity, You'd be surprised what you can do with your own voice.

  • Ashley

    Would it be possible to add speed to the touch object, and drag and drop?

  • Ahh, ok the variants, and checking the score should help.

    That does make me wonder about adding gestures from externals. I guess you would have to make variants for that as well.

  • I figured out how to parse a string and add it via events, only thing is, the default gestures cause a false positive sometimes. Is there any way to take the defaults out?

  • Its rather complicated, but you could, in theory, use the Canvas plug as a mask.

    You would have to do a nested loop to compare rgb values, like if rgbaAt loopx,loopy = 255,0,0, canvas draw point at loopx,loopy, color 0,255,0.

    Of course you would have to repeat the loop for each additional color you want to change.

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  • I am grinning like your avatar right now.

  • Just add a string type variable, and for each instance type the animation name as the variable value.

    Then in the editor, add a trigger, trigger once while true, sprite set animation to sprite.variable.