brushfe's Recent Forum Activity

  • I wanted to request removing the "already exists" tag from a suggestion I'd made, as I think the suggestion was misunderstood.

    (Having the tag there will stop people voting and possibly stop the conversation to clarify the suggestion)

    Or is there another way to make requests for the suggestions platform?

    Thanks!

  • There's a C3 version in that link; I've been using it for a few months and it's been great!

    Check out page 10 in the thread for the most recent version

  • Was the idea not to review the suggestions in six months intervals?

    Even just to give a simple "maybe" or "no" response, which would at least let us know that it's been considered, and encourage more suggestions.

    EDIT: I really like a lot those suggestions Grimmy! Especially controlling the defaults.

  • You'll need to learn a little more about "picking" in Construct. It's really powerful, and a big part of the engine. In this case, it's what you'll need to isolate the bullet you want to destroy. Check out how to use "for each" in particular.

    To solve the problem, you can give your bullet object a number variable called bounceCount and starts at 0. The event could look something like this :

    For each bullet

    On bullet bounced

    -> add 1 to bullet.bounceCount

    .... -> if bounceCount = 2

    ....... -> bullet: destroy

  • Additionally, I believe the Touch plug-in registers Mouse clicks. So if you follow oosyrag's way of capturing input you won't need the OR Mouse.

  • What winstreak shared is right, step one is adding an Else to the "Off" condition.

    However, this code is still checking the value of ReduceMotion every single tick. As long as it's "Off", it's constantly restarting the animation of Coin and Cloud — meaning it's displaying Frame 0 of those animations over and over and over.

    So your code, in a way is working: it's starting the animation. But it's starting it every single tick, and will never leave Frame 0.

    You need to find a way to check this code periodically. Ideally, you could put this code in a Function, and call that function whenever the ReduceMotion variable changes.

  • Could you share a screenshot of your code?

    Chances are you're running the command every tick, versus once, but it'd be easier to help with a look at what you're up to!

  • I have the same issue, but no solution.

    You should submit it to the bug tracker, with instructions on how to reproduce the error, so it can be investigated properly.

  • Hey jobel, I was curious about how to do this as well, and took a shot at it. See if this project file is useful for you!

    drive.google.com/file/d/1iGHAfTcqPZI1DBLR9wVgsc3_lqIW-mwX/view

    EDIT: Click on the squares to set the "level" to complete/incomplete. Then you can click save, reload the preview, and see that the complete levels are saved.

  • brushfe

    As of the latest beta, r286, there is a new option you can use in the configuration file. Adding the "use-raw-folder-names" property with a value of true will make the importer use the folder names as they appear in the imported files.

    DiegoM Amazing! Can't wait to try it out.

  • Oh right - if it helps, you might have to turn off "Show profiles for this display only" on the bottom of the Color tab. It should give you a long list of profiles to choose from.

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  • It has to do with the way picking works.

    Actions always try to apply to one object. Without a condition, an action has no way to pick an object, so it applies to all objects.

    But when you add a condition, the action gets some instruction. If the condition could be satisfied by multiple objects, it picks one at random. Adding "for each" forces the actions to repeat for each object that satisfies it.

    So in your top event, the function is only picking one random Sprite uid. If you add a "for each sprite" on that subevent, it should call the function three times.

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brushfe

Member since 21 Jul, 2013

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