Magistross's Recent Forum Activity

  • Updated the plugin using the 0.4.1 version of EasyStarJS. Since I practically did this on my lunch break at work, absolutely NO testing whatsoever was done so please try it and report your success here. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://magistross.github.io/files/easy ... p_1_02.zip

  • It's unfortunately out of my control. The pathfinding algorithm comes from an external library. This plugin simply expose its API so you can use it in Construct. However, the version of the library that the plugin uses is quite outdated. Maybe this particular problem was fixed in a more recent version, but I can't be sure unless I try a newer version.

  • Opening the caproj as a text file (XML) might be a quicker alternative. If you have saved your project as a single file, simply open it as a ZIP file, and you'll find the caproj at the root level.

    Inside the XML, check the ID associated with the problematic behavior and which objects or families that still use that particular behavior ID. You could then edit out the behavior from the XML manually but it's generally safer to just reinstall the behavior and do the changes inside Construct.

  • Glad to hear!

    I had to find a way to differentiate pathfinding calls from one another. The "tag" system seemed like the best choice and was actually quite straightforward to implement using EasyStarJS.

  • Maybe a behavior that target input elements specifically could do the trick ?

    The API doesn't look that complicated, so it should be straightforward to wrap in a behavior.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Construct 2 doesn't have any formatting helper... you need to create your own formatting expression.

    I guess this could work :

    right(" " & floor(number), 2) & "." & zeropad(round(number * 100) % 100, 2)[/code:zk73q0i1]
  • I might be a bit late to the party but I took a look at christina 's capx and changed things around a bit. The pathfinder array now act as a queue of cells that are traversed. As long as new cells are found (neighbours = "P"), the loop will run. Note that when I queue a cell, I change its value to "-1" so it's not traversed more than once.

    https://www.dropbox.com/s/vy6fafo6vator ... .capx?dl=0

  • It has nothing to do with family. It's the classic case of "can't pick a newly created object until the next top-level event".

    Since the "Pick by UID" is not affected by this, you could workaround this issue by storing the button UIDs in an array and doing a For Each Array Element -> Pick Button Family by UID. You'd need to clear the array at the end of each tick.

  • 100 - (the equation) should work.

  • Still need more details to be able to really understand what could go wrong.

    The timer behavior is indeed per instance. You should also always keep in mind that timer triggers can occur for multiple instances in the same tick, so you might need a "for each" for your bullet spawning routine.

  • You have two options. You can use a "File chooser", or if you deploy with NW.js, you can use its file dialog actions/expressions.

  • You need to have a system of waypoints, and count how many of them each car passed. When two or more cars are at the same waypoint, you then rank them according to their distance to the next waypoint.

Magistross's avatar

Magistross

Member since 4 Jul, 2011

Twitter
Magistross has 14 followers

Trophy Case

  • 13-Year Club
  • Entrepreneur Sold something in the asset store
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

20/44
How to earn trophies