undeadbobop's Forum Posts

  • Lets say you have a player object, and you use the UID to separate them within scripts. I am trying to create a co-op system where they have their own score but have x score to each which multiplies each stage. I want to grab the sum of each instances score. How would I do that.

    Basically

    Instance one score = 25

    instance two score = 50

    so I want to do a test of

    if player.UID(1).score + player.UID(2).score > goal

    Goal being a global variable, set prior. But I don't know how too do that, as it doesn't accept that in expression fields.

    The reason for this being there is a co-op & vs mode I am trying to make, & trying to create shared scripts for different game modes.

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  • No Demo??

    Nope no demo.... its game with source project....the game by itself is on other sites though....

  • You shouldn't feel "dome" or dumb for asking such a question as I have spent several months trying to find a way to do tabs in the first place since construct 2 doesn't state anything about it in documentation, I have to assume they were too dumb to put it in..... I have to assume there is no way other than making your own plugin to do \t were ever it finds "<tab>".... It should be simple... but they make it so difficult to do even basic things that the program uses in the background anyways....

  • More or less I am wondering if I can use this in commercially projects, is what I mean to ask. Planning on using this as splitscreen functionality.

  • question, does this plugin have a licencees or is it use it how ever you want to?

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    <p>These are a series of templates I have made to simplify menu settings, and much more.</p><p>There is a custom controls template simplified to functions with both keyboard and gamepad support, it allows users to change the controls.</p><p>There is a paint/character creator template, this allows the users to create a image which you can load onto a sprite.</p><p>There is a video and sound settings menu which allows users to change their video and audio settings including resolution, sound volume, and music volume, supporting multiple aspect ratios.</p><p>There is a basic menu system that is pretty easy to use, supports Mouse keyboard and gamepad.</p><p>All of these templates are setup defaulty to scirra arcades project resolutions.</p>

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  • Read the error: "Trigger found as subevent to a loop - this is not allowed, IDE will prevent this setup in future"

    I don't know if it works in your context, but using a non-trigger keyboard, such as "key is down" will work.

    Hmmm.... why is that? It is so odd....

    It also works with gamepad object on button index pressed....

    So it isn't like it is a genuine issue with "On" events.

    In my context I have it register both On pressed and Is down, because I have it shoot out 2 separate functions for different uses.

    Might just have to make a work around system, just thinking how now lol.

    It will have to be massive because no "Is any key down" event.

    EDIT NOTE:

    Found a work around

    created 2 global variables, if any key is pressed it changes a value from 0 to 1 for both, when any key released changes that 1 to 0 for one of them and the other gets updated every tick to 0. This would only work with the use I am trying to do more than likely.

    Also using a loop to call a function in a separate loop doesn't work out well either lol.

  • Problem Description

    ____ Any time I put a keyboard event inside a for loop it creates a error and no longer functions, I get a stack trace error.____

    Attach a Capx

    https://drive.google.com/file/d/0B3nfY4x9Y0kueHZjcEsxV2toMEU/view?usp=sharing

    Description of Capx

    This Capx demonstraights the problem I am having as the capx I was working with and discovered this problem with isn't as simple but the problem boils down to this simple demonstration.

    In the project I discovered this I am going into a for loop because I am accessing and storing key code values and gamepad indexs into a 3d array. x = device type(has different events for each device type, this is where the step 3 would be in recreation), y = buttonid/keycode, and z = player/gamepadindex. It saves those values and loads them correctly too. In a seperate event sheet it loads the saved values into the array again, then tests if the button codes are pressed and shoots out functions, again with a for loop, with keyboard events. I was making this as a custom controls template to save time on doing it. But ran into this problem while trying to simplify the project down to as few events as possible. Logically it should work, and does with the gamepad, just not the keyboard.

    I didn't feel it was necessary to upload a 60 event capx if the issue is so small, but breaking literally everything I had planed, this is not flawed logic in retrospect as the issue works perfectly fine with a gamepad, and prior to me having it simplified as such. (it was at 104 events prior to setting up for loops)

    Steps to Reproduce Bug

    • Step 1 insert a for loop, have the index start at 0, name the index something. Keep end 10 if want
    • Step 2 insert a global varible have it be any number between 0 & 10 but not 0 or 10
    • Step 3 Create a event that compares the global varible to the loopindex("name"), make sure this is inside the for loop.
    • Step 4 insert the keyboard object into the project, and insert a On Key Pressed, set it to any key such as A, make sure the event inside of the step3's event
    • Step 5 insert a text object on to the scene
    • Step 6 insert a action inside of step 4's On Key Pressed that changes step 5's text object's text

    Observed Result

    ____ What happens? ____

    A stack error occurs, and the events and actions are ignored.

    Expected Result

    ____ What do you expect to happen? ____

    I expect it to not go into a stack error and allow the action of text to change.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    ____ Your operating system and service pack ____

    Windows 8.1 Pro 64bit

    Construct 2 Version ID

    ____ Exact version ID of Construct 2 you're using ____

    Release 184(64bit)

    built at : 15:42:21 October 9 2014

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    <p>Skim bob gone fishing is a arcade style short game where you try to catch fish. If different fish colors have different speeds, and the more fish you have per line the faster you catch them.</p>

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  • Bus Driver 2d Experience Rush — Now for sale in the Scirra Store!

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  • This really doesn't work well.... I get gaps even after compiling...

    For games with different canvas sizes you need to do the orignal canvas width or height. I just figured this out because I have a 1080p game and scirra arcade requires a 800 width game at most, which doesn't work well with 1080p, you have to do some canvas manipulation and some layout scaling, and have window width to 800.... which makes it a pain kinda....

    So basically if you have a 1080p game change all the values of windowwidth to 1920 and all the values of windowheight to 1080.... and you will still run into gap problems....

    Also there is a flicker problem if you have a texture such as a side walk where you have the first pixel row darker pixel then the last, at least I had this problem. You have to make the edge of the side walk the 2nd pixel row and the first one not.

    Also the 60 value may need to be changed based off your perspective of speed.

    ... Really wish scirra would have just made titled backgrounds have a scrolling option inside the container this would have made things a million times easier....Unforchently pretty much most tutorials covering this is the same.

  • Found out how, Had to use a global varible to temp save the value to store into a webstorage local key value. But you sir didn't bother to read at all and you still continue to not read and insist my problem is that problem when that problem did not address it. It only said it can be stored locally through browser meaning invoke download. It was talking about saving. Not saving and loading.... Nor did it address how.

    The thing you told me was how to display it. Nothing to do with what I said at all really...

  • Displaying it isn't the issue I already read through that, its like you didn't even bother reading before you replied, saving and loading it into the game is. I wanted the player to be able to create his own character by taking a screenshot of the canvas then saving it in which it would have to be loaded, so like idk they leave or close the game their custom character that they created isn't gone.

  • So basically I am trying to make a layout that allows the user to create their own character with a paint program like layout and it saves by the canvas screen shots, so basically I am trying to get the screenshots to save and load into the game when ever the player selects the option of custom character. webstorage isn't working for saving, and neither is invoking downloading and open from url and pointing to the file location. I am wondering how would I save this and load it into my game? Or am I looking at the whole thing wrong... At the end of the day I am trying to allow the user to create a character to use in my game.

    DO NOT REPLY IF YOU DIDN'T BOTHER TO READ PLEASE. THIS HAS NOTHING TO DO WITH DISPLAYING JUST SAVING AND LOADING.