Prominent's Forum Posts

  • TiAm , alright, I replaced the osx32 files, and I had a friend test it on his mac. It worked for him, so I assume it was successful!..

    I still have to find someone to test the linux version.. but the issue about the missing dependency for newer versions of linux is worrisome as I'm not sure how to create that shell wrapper thing- if that can be done in windows, or if I need linux to do that?.. if I release on linux, would that be required?

  • TiAm , that seems a bit outside my understanding. I guess I'll have to wait to release on those platforms.. Or just release the jittery versions and update them later when things are fixed.

    I don't know what files to replace. Would it work if I reinstalled the old version of construct that used the 10.5 node, and then copy those.. then reinstall the new construct2, and then paste over them? Or are there specific files I need?

  • I've often wanted those features while working with physics in C2. Would be great to have.

  • yes, I'd want this as well! I've ran in to this situation many times. Sometimes I can avoid it by planning my project well, but it'd be nice to have.

  • How would I go about replacing the osx and linux exporters with the 10.5 version? I replaced the win32 version, and that runs smoothly now. I'm under the impression that osx and linux still run jittery, and I want to fix this as I plan to be releasing a game soon.

  • Thanks for showing an alternative way. I'm thinking the Else would be quicker since it doesn't require calculating if count = pickedcount, right?

  • TiAm , But that would stop it if any of them are invisible, not if all of them are invisible.

  • Just wondering if this is the correct way to check if there are no visible objects. It works, but I'm just wondering if there is a better way or not.

    How would I make it so it only checks once? Can I add a trigger once while true somewhere? because from what I gather it would do this every tick.

    [attachment=0:2wbkrblc][/attachment:2wbkrblc]

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  • Magistross Ah! good point, thanks man!

  • Alright.

    Well, I still think it is illogical based on common sense- I can't see where the advantage is in that. I'd be interested in knowing why it is better that way compared to what I would expect it to do.

    Why pick 0 of them if it didn't need to pick any in the first place? Seems like wasted processing.

  • I realized I could do the same thing a different way, so in-case anyone is wondering, here is the workaround to the problem:

    [attachment=0:kwehza8u][/attachment:kwehza8u]

    I don't really understand why the other way doesn't work, and I'm unsure if this workaround is viable in all situations, but for some it might be.

  • you can compare two values in the System condition, and then put something like this for the first value:

    ( a=1 | (b=2 & c=3) ) ? 1:0

    equals

    1 (for the second value)

    the ? checks if it is true, if so, uses value of 1, otherwise if it is false uses a value of 0.

    This value then gets compared with the value you put in the second input box.

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  • That seems like a shame, considering there are people who use construct to make non-game related applications. I'm sure there are more people than you think there are, that would find use out of non-game related features.