Blinky_RSA's Recent Forum Activity

  • Hi guys, I am facing a problem and not sure if it's a bug... But whenever I run a repeat inside a function, the loopindex is always 0... How can I make this work?

    + System: On start of layout
    -> Functions: Call DoCount (Times: 100)
    
    * On function 'DoCount'
    * Parameter 'Times' (Number)
    ----+ System: Repeat Times times
    -----> System: Wait 0.1 × LoopIndex seconds
    -----> Text: Set text to LoopIndex
    

    The value of loopindex always says 0

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  • Hi all, Ashley I have a quick suggestion for the debugger, more like a quality of life feature...

    1. When you choose to show the debugger in its own window, it would remember that the next time you run.

    2. An option to switch the default "Preview" button, so let's say you click on Debug Preview, next time you click on "Preview" it would run "Debug Preview" automatically.

    3. The Debugger will remember it's own position every time you move it so that if you run "Preview" again the next time, it would be at the last position you moved it to.

  • Read the following regarding Layouts as it may help you with your goal; construct.net/en/make-games/manuals/construct-3/project-primitives/layouts

  • You can simply do the following with a Dead variable

    + Player: is not visible (Dead)
    + System: Dead = 0
    <ACTIONS>
    -> System: Set Dead to 1
    
    
    
    + Mouse: On Left button Clicked
    + System: Dead = 0
    <ACTIONS>
    -> Whatever actions that gets trigged when you click
    

    So when the player died, Dead will turn to "1"... And while dead is not "0" the click command won't get triggered when you click

  • Thank you!

  • Hi yall,

    I have a quick question, I am struggling the assemble the following formula;

    I have two variables, 1: Speed (Range from 0 to 1500) and 2: Result (Must be between 0.1-1.0)

    The lower the value of "Speed" becomes, meaning 1500, 1450, 1300, etc.. The higher the "Result" value should increase from 0.1, 0.3, 0.5, etc.. Meaning if the value of 'Speed" would reach 0 then "Result" must be 1.0 and if speed would reach 1500 result would be 0.

    Any tips or advice would greatly be appreciated!

  • Hi yall,

    I read through the guide of the Tile Movement behavior, and it said the following;

    TILE MOVEMENT CONDITIONS Can move to Test if the object can move in to a grid cell, given by its grid column and row. This is true if the cell is clear of any obstacles.

    What counts as an "obstacle" and how do I define it? Because as if right now it is acting as if there are no obstacles, So I don't understand 100% how this condition works?

    Any help, tips or advice will greatly be appreciated!

  • I don't think that containers in their current state are useless, it just depends what you are trying to achieve.

    In my case it makes it much easier to pick elements due to how the container system will automatically pick the relevant elements, of the picked "host" without you having to add any extra/special events. It's quite a unique mechanic and extremely underestimated, like I said it just depends on the purpose and if it's revelant to your game/mechanics.

  • I know exactly where you are coming from. My entire high school journey we used Delphi and the RAD ide.

    I know there is loads of other ways of achieving what I suggested, but the checkbox feature would make things much easier and convenient. I am currently using Pin with containers, but it still becomes a tedious task when you are dealing with alot of different elements.

  • Hi all,

    I saw around 2/3 years ago there was a suggestion for containers to have a checkbox that simply said "Maintain relative position" meaning that if that specific checkbox is checked that the objects inside/or connected to the container will maintain a relative position towards that container "host".

    This will allow creators to make menus, lists and any multiple moving parts less time consuming and not a tedious task.

    My game heavily relies on multiple categories and within these categories a unique generated list depending on the current game state. Having a feature like this can greatly reduce the time it takes to make setups like this by almost 50% because you would not have to reposition each element in the cell, and can change designs on the fly without touching the event sheet.

    I saw that there is already a suggestion over here: construct3.ideas.aha.io/ideas/C3-I-81 I'd thought I'd just mention it again :D

  • Sorry for the wrong section I was browsing the forums.

    I am afraid this is as clear as I can put it... I was working last night all night on this specific project and did not get this error, on build r150, Only this morning when I opened this project it randomly started happening, This seems to happen like really random and at unpredicted times.

    I don't even have the slightest clue what this might be.

  • I randomly often every 20-30 minutes get the following error in the screenshot. What can it be and how can I remove it? I know that I made a variable called "Key" not "key" in a previous save but then deleted it as I was no longer using it.

    I am also using the latest beta build, R150.

    Any suggestions?

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Blinky_RSA

Member since 30 Jun, 2011

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