oosyrag's Forum Posts

  • Generally speaking, I would recommend using a single variable to represent a single property/idea, rather than using an individual boolean variable for each possible value.

    So each of your characters has a unique number associated with it. Save that number to your "SelectedCharacter" variable, and use that number for your event conditions.

  • Can you post your capx or an example? Hard to visualize your problem. Your approach seems complicated for something like zooming, although I assume you have your reasons.

    Have you tried using the Browser - On Resized condition to recalculate your numbers when the browser gets resized with the new browser window dimensions, or possibly adjust the size of your helper sprite accordingly?

  • When using - as your token, the expression does not take into account the ;. So for the source, the tokens age broken up as follows:

    (Text 123 )-( Text 456;

    Text 789 )-( Text 10112;)

    Which would be tokens 0,1, and 2.

    If you must use that format, you will want to use nested tokenats, first with ";", then with "-".

  • Forgot about the pickedcount expression! Ignore my suggestion earlier, using pickedcount is the way to go.

  • Yes. Add the browser object, and get the URL via the browser.URL expression.

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  • The Browser object has a URL expression that will return the current URL. You can then parse out the room number with tokenat, and use that to join a room.

  • Ah, my mistake.

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  • Add an "else" condition to the second event.

    Events run top to bottom, so it is checking the first event, setting it invisible, then the second one runs, and it is invisible, so it sets it visible again in the same frame.

  • Use a counter variable

    For Each Sprite

    Animation frame = 0, add 1 to counter

  • Cloud features, interface (arrays, images, text editors), integrated exporter, multiplatform support... quality of life stuff. Improvements across the board in terms of usability.

    But if your point is that things you can do in C3 you can also do in C2, then that would be more or less true.

  • I don't think you need to worry about drag and drop being a restriction depending on your development style. For many of my projects I find I don't use the layout view at all - you can position everything via events.

  • It is probably simpler than you think - if you have your sprite animations, you can set image points and/or collision boaxes on each frame individually. Different types of collision boxes can be positioned on these image points per frame. Each animation frame naturally runs one frame per tick, so you already have per frame precision.

  • Also, while C3 project files will not be compatable with C2, you can probably export an array you edited in C3 and save it as a json, which you can then load into c2.