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  • I like that almost better than families because you have more control of exactly which A you're destroying (or whatever).

  • Since I have you here... Another common problem is, say you want to then pick all the red squares that are overlapping EACH OTHER and take out any so there is only one red square in any spot (without destroying both or all squares in these cases).

    What's the best practice for A colliding with A?

  • Definitely glanced at the official guide once or twice. I'd like to control when a tick happens. Force a tick, if you will. Other engines have a "sync" or "redraw" command for similar reasons. "wait" is tricky if you have nested loops with functions called from them.

    For example if you "wait" within a loop the loop will keep going outside the sub event where the wait takes place thus skipping iterations before deciding to execute the actions after the wait within the loop.

    For

    ==>subevent

    ====>action 1

    ====>wait 1

    ====>action 2

    it will do the remainder of your loop and action 1s... then do all the action 2s...

    Not

    do action 1,

    wait,

    do action 2,

    loop

    as one might expect from any language.

    This is a great feature and it's awesome that it works that way don't get me wrong, but it's not a good substitute for updating when you want it to.

  • Intuitively if event A is put below another event B... barring some loop or something, one would think event A would happen AFTER event B.

    In Construct, it appears the events kind of happen whenever they want. It seems like the order of actions within a single event happen in order, but this isn't really true either if they have sub events...

    I need some way to tame this wild beast.

  • Check out this capx

    https://drive.google.com/open?id=0BwvuQqGQSOpMUEoyNE13TEVkdXc

    It makes 100 randomly placed squares, then 100 randomly placed circles

    then it checks for circles that overlap squares and destroy those circles.

    But the check doesn't work unless I wait a bit before checking. Try with the wait event not disabled.

    This means Construct is executing the check before it creates the objects, unless I put a pause manually.

    Is there a way to force a redraw when it's called? Is there some way I can do this without putting in a pause? If there are nested loops going on this can be a huge pain and prone to mystery bugs with our events.

    If I had 2 requests they would be force redraw and a way to break out of a loop or function.

  • There we go! That's what I'm lookin' for! How do I 'thumbs up' that sh#$!

    Confirmed! That works thanks R0J0hound!

    It's a pain because a lot of times you just want to add some quick place holders and you don't wanna mess with the size. Setting it to 32*32 or something helps a lot!

  • This is great! Please keep going! I'm having a big problem with morph animations. I use milkshape so...

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  • LordShiva It probably works for you because you are the last in the Triumverate and the Destroyer of Worlds.

    Seriously though I wonder what's different and why it's not working for some of the rest of us.

  • Doesn't work in NJS nor IE nor Chrome. All the same as above with the texture lines.

  • You're trying to make an event for an object colliding with the same type.

    This is not super intuitive because of the way events work to narrow down objects within a type or family.

    Try this:

    Make a family called "Enemies" and put ONLY THAT enemy in it. Now make your event

    Enemy on collision with Enemies

    and

    Enemies explode = 1

    ==> Enemies.destroy

  • Just add another condition. AND is the default, unless you make an or or else block.

  • So you cleared out the "on peer message" event? What do you do about clearing and resetting your arrays?

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