Prominent's Forum Posts

  • I made a 50 level game in 2-3 months. and another one in the same amount.

    If you're just starting out, you might struggle longer than that before finishing something. Took me at least a year to get comfortable with everything in construct2.

    So it depends on how familiar you are with using construct2- your competence with the tool, and also your dedication with your game.

  • Oh, I misread it.

    You can compare the sprite x position with the mouse x position, to check if one is greater or less than the other. Then mirror/unmirror the sprite based on that condition.

  • Since it uses browser, there will always be lag/delay to the mouse movement. This can't be solved unfortunately.

    But you could check the previous mouse position with the current position by storing the previous x,y in variables, then comparing them to the new values to find which direction the cursor has moved.

  • I highly recommend to create a new projectfile and use the .capx format instead of a folder before it's too late!

    Unfortunately, there is another bug/issue that can cause capx files being corrupted. I think it is a different issue since it isn't related to saving but rather running a preview, but just want to mention it, since I constantly come across it. I use the .caproj format to prevent it from losing my work.

  • I got this error when trying to add noisesynth to the example capx (when trying to play the noisesynth):

    Tone.js:1262 Uncaught SyntaxError: Tone.TimeBase: Cannot process token +

  • is there a download link?

    I'm actually not familiar with audio stuff, but I'm interested in creating some procedural sounds for a game, and this stuff looks useful.

  • Working in progress now.

    yes! I want this

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  • ah crap- my mistake. I was actually deleting the objects in my events, so they were being removed from the array.

    It's working, I just didn't realize it.

    Thanks R0J0hound , sorry for the confusion.

  • I can add random numbers to the list, but I can't add 'this'

  • Thanks, but that still doesn't seem to work, R0J0hound . The array still shows as empty. I'm not sure why.

  • hm.. not sure what 'm doing wrong, R0J0hound

    It shows the array as empty in console.

    	behtypeProto.onCreate = function()
    	{
    		this.mapList = [];
    		
    	};
    
    	behinstProto.onCreate = function()
    	{
    		this.type.mapList.push(this);
    	};
    	
    	behinstProto.onDestroy = function ()
    	{
    		cr.arrayFindRemove(this.type.mapList, this);
    	};
    	[/code:dacqive9]
  • ah cool, that makes sense. I'll try that.

  • Say I have a number of tilemaps with the same behavior.

    I want to be able to call an action from the behavior on one tilemap that will check all the other tilemap's tile data.

    Is this sort of thing possible? How do I access those other objects in the behavior?

  • Okay,

    I changed my behavior to rely on the actual cell/tile data instead of the tilemap_data value.

    So now I can retrieve the updated map.

    Can't rely on the tilemap_data because that never gets updated after creation.

  • hm.. I just tried adding a Wait 1.0, and it still doesn't update the tilemap_data

    My behavior reads the this.inst.tilemap_data

    Based on that, it alters it and then returns a jsonString that can then be loaded back into the tilemap.

    so, if I edit the tilemap via construct2 events beforehand, the this.inst.tilemap_data is never updated.