redfoc's Recent Forum Activity

  • I think it would be easier if touch or mouse only click an object (sprite) if visible.

    Currently you can click any hidden objects even it's layer is invisible.

    I don't have any reason why I need this "Feature" (Clicking hidden object)

    I think it's more simpler and easier if you guys make touch or click event not work on hidden object (invisible layer, 0 opacity, invisible object).

    Also make touch/click only select the front object.

    I know I can put a condition on it, but it will be a time consuming to do this, imagine a dozens of buttons.

  • it happens like that because it's how it was made to happen, it'S why there's a "on created" trigger you can use as a callback, it's not going to be fixed as far as i know

    Got it, i forget about "on created" trigger.

  • don'T do that. It'S because when you "create" an object it's not available for events until the next tick unless the events are right below the "create", they'll be queue with it

    Yes, there must be a reason why this happen. I just hope this issue will be fix in the future. In my oppinion, this is not just a small issue.

    I also work with js framework like Phaser and CreateJS, I didn't experience similar issue with other framework I worked with.

    Technically I more prefer freezing frame/FPS instead of running all fuction syncroniously to avoid freeze.

    If there are a lag to execute a function, atleast I know why it's lagging.

  • I use Construct since 2014, I remember when I confused and try to configure why my functions not working properly for a few days.

    Then I search in the forum, I see someone post to put "Wait 0 second" between it's function, and it's work.

    It's a weird bug and solution, but working, sadly this bug still happened even now on Construct 3. I never had similar problem when developing JS game.

    If I remove "Wait 0 second", "generate_road" and "fix_road" will be called even Events above is not completed.

    And if I remove "Wait 0 second" between "generate_road" and "fix_road", "fix_road" will be called even "generate_road" is not completed.

    I'm obsessed to create a clean & simple code or blocks, since it will be easy to maintenance, "Wait 0 second" between functions is not a clean structure, I bet it's also create confusion for new user when create a bit complex looping events.

    Note: there is no wait or call another functions inside "generate_road" and "fix_road" function, so it's just a straight looping array to spawn sprite at specific coordinate.

    This type of bug can break game logic, without error reporting.

    Don't get me wrong, I love Construct

  • Good idea redfoc!

    Are you planning to add features like subscription for user so you can offer something more to the ones that pay a certain fee?

    Thanks for your interest!

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  • Good idea redfoc!

    Are you planning to add features like subscription for user so you can offer something more to the ones that pay a certain fee?

    This feature seem complicated and may not added soon or never, but let me put it on ideas list.

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  • I don't know if this helps, but here's a script array example I did a while back.

    https://www.construct.net/en/forum/construct-3/scripting-51/please-add-templates-145895/page-3?kws

    Thanks for your reply, I will take a look at it later.

  • Hi there,

    I'm Construct user for a few years, but lately I moved to javascript framework, since dealing with 2D & 3D array on Construct is difficult.

    I think the X & Y coordinate is reversed that make it hard to maintain, especially if there are loop tree with array.

    I may missing many important changes and new features, I hope there are an update to make array easier to use.

    I know there are javascript feature, but I don't think it fit my needs.

    Based on screenshot above, I can't access "array" variable since it's outside of scope. but I want to make "array" globally and works similar as Array plugin.

    Any way to do this?

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  • the reason you need the wait 0 is that object creation does not complete until the next top level event.

    so, in your case event one must completely finish before the objects created in the function can be picked by "normal" means. (you can pick by UID or Last Created before then)

    adding the wait 0 defers actions until the end of current tick - which means the event that created the objects has completed.

    you could add another event to call the second function, but to do that you would have to set up some kind of trigger for that, which would only add more trouble than the wait 0.

    Thank you!

    Previously i think functions are working like regular js functions.

  • "generate_tile" functions only create 16 small sprites, but the next functions "add_number" are not working, since its pick one of 16 sprites that created on previous functions.

    I can fix it by put "Wait 0 seconds" in the middle, its not clean way, i'm just worried its will causing another problem if the events are getting complicated.

    I remember a few year ago when i can't figure out what wrong with my events, then i can fix it by put "wait" on it.

    Is possible to make functions work synchronous or blocking ?

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redfoc

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