oosyrag's Recent Forum Activity

  • That's pretty nifty, and most likely a bug with tile movement. I filed a bug report for you.

  • I mean... moving stuff into and out of local variable scope is always fiddly, regardless of if it's in a group or not. FWIW you can't move an event that references a local variable to somewhere that local variable is not accessible, group or no group. And if you move the variable out, anything that references it locally gets deleted, with warning. This is consistent behavior wherever the local variable is.

  • Local variables can be created/moved under groups, it's been like this. It's one way to manage global variable clutter.

    Klabundee has the right idea, local variables are reset every tick. If you have two separate events in the group, they can both access the group's local variables as long as it is on the same tick. I think another quirk is that triggers happen outside of a normal tick and won't be able to share data with normal events through a local variable, but can with a separate events using the same trigger.

  • Note that CORS needs to be enabled on the web server that the audio is hosted on if your game and audio file are not on the same domain. Otherwise you will not be able to access the audio file.

  • Try adding a Wait 0.1 seconds before your save.

    Music is streamed, it doesn't immediately start playing. Since you do both on start of layout, basically you're saving the game state before the music has started. Since start of layout doesn't trigger on loading, it wouldn't start playing the music after loading either.

  • In a loop like for each, every time it repeats, loopindex goes up by 1. So the first time it runs, loopindex is 0. The second time it will be 1, and then 2, ect.

    So if your loop runs 10 times in a for each, because you have 10 instances, loopindex will be 0-9, in order. And because we used an ordered for each, the order can be set by another variable, like speed.

  • First off, my condolences for your 13,000 events and resolve to attempt this feat. If you were familiar with the math, you might have realized that there are 3,628,800 possible combinations of 10 positions. So you're lucky in that you seem to have hit a limitation so early...

    To determine turn order for 10 objects, the simplest way would be to use instance variables. If you had an instance variable for speed, and an instance variable for turn order, you could use the system "For Each (ordered)" to sort them by speed, and then assign each one a number from 0 to 9.

    + System: For each Sprite order by Sprite.speed descending
    -> Sprite: Set turnorder to LoopIndex
    

    What you would do now that they can be identified by their turn order is up to you. For example, you could keep track of the current turn in a separate global variable, and only allow the sprite with turnorder that matches the current turn to act.

  • Your other post also doesn't have enough relevant information to give you an answer.

    Instead of pictures, if you could recreate the problem in a minimal project and upload that it would be much easier to help you.

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  • You're going to want to give more details if you want an answer, because it sure isn't reproducible from just your title.

  • Have you tried the clear storage action in localstorage?

  • construct.net/en/make-games/manuals/construct-3/behavior-reference/solid

    Tags

    An optional list of tags to apply to the Solid, separated by spaces. This is referenced by the Set solid collision filter action, allowing collisions to be enabled and disabled with different sets of solids.

  • Position it at the center of your viewport. Which is at 1800, 1800.

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oosyrag

Member since 20 Feb, 2013

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