Prominent's Recent Forum Activity

  • yes, this blog post sounds exciting to me.

    also, I will definitely be submitting some feature suggestions when I can.

  • c2plugins.blogspot.tw/2014/02/reuse-ace.html

    can you explain what this is? not sure what it is about.

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  • Thanks r0j0hound, that helps a little.

    I seem to have run into another issue..

    here is my code

    behinstProto.tick2 = function ()

    {

    if (this.zIndex === 1 && (Math.abs(this.pinObject.zindex-this.inst.zindex)>1 || this.pinObject.layer != this.inst.layer ))

    {

    this.inst.type.plugin.__proto__.acts.ZMoveToObject(1,this.pinObject.type);

    }

    };

    I end up receiving an error message saying..

    uncaught typeerror: cannot read property 'index' of undefined.

    line 832, 19 or commonace.js

    acts.ZMoveToObject = function (where_, obj_)

    {

    var isafter = (where_ === 0);

    if (!obj_)

    return;

    var other = obj_.getFirstPicked(this);

    if (!other || other.uid === this.uid)

    return;

    // First move to same layer as other object if different

    error here>>> if (this.layer.index !== other.layer.index)

    {

    this.layer.removeFromInstanceList(this, true);

    this.layer = other.layer;

    other.layer.appendToInstanceList(this, true);

    }

    this.layer.moveInstanceAdjacent(this, other, isafter);

    this.runtime.redraw = true;

    };

    not sure how to fix this.. maybe I can't call it?

    btw, I'm trying to make a pinned object keep the same layer/zindex as the object it is pinned to.

  • Moodge pretty much confirms my suspicions in regards to new users of construct. New users who have no experience working with construct won't have the desire to pay a subscription fee if they don't even understand how construct will work for them. A new user could take months, years just getting accustomed- sometimes spending months not even using construct and coming back to it later. Then you also limit the free version even more which makes the introduction process shorter-lived.

    If I'm wrong then perhaps they will buy once, but will only use it a few months out of the year and then never use it ever again due to the subscription. And if that is the case then it might prevent hobbyists from continuing to use construct at their own pace.

    I could be wrong though. That's my thoughts on it anyways.

  • I'm making a behavior, and need to know how to call the acts.ZMoveToObject from commonace.js from within my behavior.

    sorry if this is a noob question.

  • So I spent some time and cloned the Pin behavior and added the option to scale the object to the pinned object's scale.

    I wish I didn't have to resort to this behavior and the extra objects, but I feel like my feature requests aren't being heard so I have to make due with what I have. This is the best option I can come up with on my own.

    So I might spend some more time adding more features to the behavior and then sharing it in the plugin section of the forum. I feel like it will be very useful for others.

  • Problem Description

    When pick by evaluate is used, a sub event with Or block will not limit itself to the picked.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gXytJvUD1PEiFvE7

    Description of Capx

    it picks by evaluate, and then does an Or condition. It then prints to text object.

    Steps to Reproduce Bug

    • simply run program
    • look at events.

    Observed Result

    Or block is run

    Expected Result

    Or block shouldn't run.

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    vista

    Construct 2 Version ID

    r243

  • Some get dynamically resized during runtime, yes. And the objects in the container sometime get repositioned also.

    I've been wondering perhaps a behavior could be created that is similar to the Pin behavior but just copies all the properties/position/size, etc. So a more advanced pin behavior. Then perhaps I could create the other 9patches and then create and pin them to the current 9patches at the start based on what layer it is on. Then I could control the original 9patches and the pinned ones would auto-copy that..

    This seems like it might be the most sane way of handling it without all the headaches of eventsheet complexity that makes further development more difficult.

    but not sure if a behavior can accomplish that yet- would need to look into how the pin behavior works and if it can be expanded.

  • oosyrag , unfortunately sprites don't tile/repeat. I could use a tilebackground, but those don't have animations/frames, so that would be 4*4*25 tiledbackground objects(for each side of the 9patch area)!! So using sprites/tiledbackgrounds is out of the question.

  • I have a 9patch that is part of a container with another 9patch and a spritefont.

    I have 25 layers, and a container on each one.

    In the events I pick the 9patch by checking if it is on a layer.

    When one is picked, the other objects in the container are also picked.

    now..

    I want to be able to have 25 different looking 9patches.

    It would be simple if I could just store these in different animations/frames. I would simply set the animation/frame in the editor.

    Unfortunately I can't do this.

    So, the only way is to create 25 9patches.. but they need to be in a container too! So each of those have to have another 25 other 9patches and 25 other spritefonts!

    Not to mention that I need 25 times the number of events! because I can't put them in a family. If I did, I would need to put the spritefont and other 9patches in other families too, and then pick each one based on the other that is picked.. so it creates a mess of events!!

    This is all because I can't have 9patches with animations/frames..

    The same can be said of tiledbackgrounds.

    Ashley

  • unfortunately, I still need this.

    2 years later no solutions.

    I truly believe that if they were to take 6 months to a year and use that time exclusively to try to make a really good game using their engines, it would completely change their minds on what is really needed in comparison to what is currently being offered.

    Absolutely. I think they'd come to some big realizations if they do that. I get the impression they just don't have that kind of understanding one naturally develops when spending lengthy amounts of time making games.

    That's one reason why I'll be trying Godot 3.0 when it is available- godot was developed by game developers, and it'll also have visual scripting in 3.0

    Godot 3.0 stable version is estimated to be released sometime in July.

Prominent's avatar

Prominent

Member since 28 Apr, 2012

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