mumu64's Recent Forum Activity

  • youmakemetouchyourhandsforstupidreasons.ytmnd.com

    url has nothing to do with it.

    Tats funy^^

  • Its not that the new features are causing bugs (...)

    Plus there is no way to test every way possible that the code could be used someone will always use it in an unexpected. (...)

    I am replying you, Aeal5566, to clarify that I didn't have the impression that new features necessary cause the (newly found) bugs.

    My post was about taking small steps and thus focus on as less things (first known bugs, then new features) as possible.

    Also it's nice you mention and clearify that there is no way to test every way possible, but my post was about bugs in the bug-tracker, and its description, given by the submitter. I got the impression you thought I meant -all bugs- and -all code-.

    But, that was the idea of my first post.

    Now that I discovered the concept of a stable and unstable build, I think the developers are doing fine, also concidering Rich mentioning the last build included "silly mistakes". So I'm thinking of withdrawing my first post.

  • How do I let an overlapping-event run once when met with a certain condition, stop and (and this is what fails with me:) run again when conditions are met again.

    My attempt at pseudo-code:

    if block1 and block2 are overlapping

    + add 1 to private variable 'counter'

    When I run this, upon the 2 blocks overlapping eachother, the action gets executed as long as the events are overlapping, resulting in a counter that keeps counting (instead of only adding 1 number).

    I have tried "trigger once", but after block2 moves away and returns to overlap block1 again, it should add 1 again, but the event really only triggered once and doesn't get activated again.

  • I don't mean to criticize, but perhaps it should be best to treat the next (or any) new version with the thought: don't implement new features, unless 90% of the known (significant) bugs are fixed.

  • Ok.

  • aha, it worked! Thanks.

    Also, I found out that when I entered two conditions (at 18), meant for two different instances (of the same sprite object), it didn't respond to "opacity yellow stone -50%".

    I created 18 twice, with 2 conditions within 1 event and it does what I want.

    ps: I typed earlier "the criteria is", but I of course I meant "the criteria are".

  • My second attempt to explain it:

    <img src="http://www.yoshimi.nl/images/instances.PNG">

  • How do I let an event know which instance to choose, from a sprite object?

    Background info:

    • 1 sprite object creates every second an instance.
    • when an instance collides, it adds 1 to a global variable.
    • event created saying: if global variable = 2, start action.

    But the action then takes place involving all instances, even the ones that didn't trigger the event.

    An undesirable situation...

    Hopefully this description and my wish to select which instance I want to be affected by the action is clear enough.

  • Thanks.

  • For example, if you want the instance to bounce on collision, if "pick", only that instance will bounce (...)

    And in the Event or Action I could tell the collision-event which instance to pick, for example with a private variable?

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  • New event>system>on collision (advanced) gives the option "pick object A" or "don't pick".

    What is the meaning of pick and don't pick?

  • <img src="http://i2.photobucket.com/albums/y46/soldjahboy/SCIRRA/onigirilogo.png">

    SoldjahBoy's version looks a bit similar with the Grand Theft Auto-logo.

    <img src="http://my.qj.net/uploads/articles_module/562/Logo.jpg">

    I like both SoldjahBoy's version and the original.

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mumu64

Member since 8 Feb, 2009

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