relixes's Recent Forum Activity

  • Warding this post! Interested to know the answer too.

  • Damn you're right. I tried to check some expressions with "auto complete" help of construct, but nothing showed up. Just saw the documentation of the Gamepad object and it really have what I need... I feel dumb now, hahaha.

    Thanks man, that really helped!

  • Hey man, thanks for the response!

    You can use & and | operators to make this condition:

    System-> Compare two values -> ((x = 1 & y = 2) | (z = 3)) equals 1

    I had already tried the "compare two values" method, but since I'm working with a "Gamepad" condition who doesn't have a expression for it, it just doesn't work.

    [quote:3mx2xbof]Of course if you need to compare things like "is overlapping" or "is mirrored", you can't use them in the formula.

    In this case you might need to add a local boolean variable and do something like this:

    Sprite1 overlapping A

    (and) Sprite2 overalpping B -> Set tempBoolean to 1

    tempBoolean=1

    OR Sprite3 overlapping C -> do things

    I'm actually already doing that. But this method feels kinda wrong... Something so simple to implement on any script language it's a shame that we don't have a better option do deal with this situation.

    Thanks again!

  • I meant:

    "if((x = 1 AND y = 2) or (z = 3)) do things"

    on the second line, sorry (will edit post)

  • I can get construct to make conditions like this:

    "if (x = 1 or y = 2 or z = 3) do things"

    But I want:

    if((x = 1 and y = 2) or (z = 3)) do things"

    Is it possible on C2 in a way that I don't have to make messy shenanigans?

  • I believe i read something on the some of the firsts announcements of C3 that it would be possible to create plugins using event sheets (or something like that) inside C3, so no need to mess with JS SDK. This alone would make me migrate to C3 in a blink of an eye.

    Does anyone know if this functionality is being worked on?

  • After trying pretty much everything I created a new layout, copied ALL objects of the bugged layout to another layout (using the "select all" command from the task bar and ctr+c, since I couldn't see the objects selected). And it WORKED. Now not only I can see the "invisible" objects added to the previous bugged layout, but the bugged layout is now working fine.

    Don't now why this happened, but I'm happy I can get back to work on my project again. (:

    I'm still sure it was a bug, so maybe Ashley may want to look into this latter.

  • Problem Description

    I can't select objects on a specific layout. The other layouts are fine, it's just this one which is bugged. Already tryed to restart C2, restart PC, duplicate layout (duplicated layout is still bugged).

    Attach a Capx

    Can't share to public. Not a problem to send via PM. Recored a video, tho.

    Description of Capx

    No capx

    Steps to Reproduce Bug

    Don't know for sure, but here are something I did before the layout bugged.

    • Cloned some objects
    • Renamed objects cloned
    • Forced Copy Paste of new sprites inside project folder (of the cloned objects) [I did this before and it worked fine]

    Observed Result

    Selected objects dosn't show as selected. New objects added to layout won't show on the layout. Yet, the new object will work fine on the game If I try to run it.

    Expected Result

    New objects added to layout to work fine. And "select objets" functionality to work too.

    Affected Browsers

    Not really a browser problem.

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    r259

  • I'm developing a platformer game inspired in megaman and shovel knight with elements of beat em up games! Here is a video a new weapon I recently added! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://www.instagram.com/p/BipCUcOHz1d/

  • When I export m project, all the sprites generate folders with single files for each frame my animation has. I want it to export the entire sprite sheet in a single file, so I can replace it easily since I have about 30 diferente animations in a single sprite). Is there some way I can do it?

  • Well, you could achieve this by naming your layouts like this:

    * Layout_1

    * Layout_2

    * Layout_3

    Then you could just use the go to layout by name action and use "layout_"&numberofthelayout where numberofthelayout is a variable with the number of the layout where you want to got (1, 2, 3, etc...)

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  • Yes, it is! (possible, not dumb)

    You want to use "System" expression "pick nth instance" inside a "on colision trigger".

    Something like this:

    In this case, hero colides with hero, but only the second object is destroyed. In your case, you'll just make another condition for each picked instance conditions and to things inside them... Hope it's not too confusing.

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relixes

Member since 7 May, 2015

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