Nitro187's Recent Forum Activity

  • I guess nothing will be done about this... seems how it has been almost a year?

    No big deal... just thought it was funny.

  • You could use the nickname plugin to specify an object to create by name. I believe that's one way around it.

    https://www.scirra.com/forum/plugin-nickname-behavior-nickname_t74522

    Just tried it, and it works great! Thanks for the suggestion.

  • Right now you just do

    System: Create object Sprite on layer 0 at (0, 0)

    for the same result. Am I understanding correctly?

    Here's an example for what I mean.... say you have a family of particles, that you want to create a single one of whenever a certain object of another family gets destroyed (each particle is different for each sprite).... using current methods, this is not possible... unless you did something like this:

    Lets assume sprite1 - 3 are part of Family1, and particle1-3 are part of Family2:

    if (sprite1 gets destroyed) -> spawn particle1

    if (sprite2 gets destroyed) -> spawn particle2

    if (sprite3 gets destroyed) -> spawn particle3

    And so on.... now imagine there were 200 objects!!

    Now, if there was a system in place like I was suggesting, we could do this... First you would need to set instance variables to determine which part of family2 that family1 will be 'linked' to by giving it the name of the particle:

    Lets say that family1's sprite1's variable is set to "particle1", and sprite2 is set to "particle2" etc etc. This could be done at runtime, or in the editor... then :

    if(family1 gets destroyed) -> spawn family2(family1.variable)

    This would be the only line required to have ALL of the family1 destroyed objects spawn a family2 object. I think it'd be a great feature.... if possible...

  • Then perhaps a feature request.... such as, Create family object, where you can specify the ID of the actual family member. It's too bad this isn't possible.

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  • I'm attempting to create a family object, and specify it's instance variables, however... the family 'member' it creates is at random. How do I specify which object within the family gets created at the point of spawn?

    Sure... I can spawn that specific object, which is part of the family instead of spawning the entire family... but I'm looking at an alternate way. Any suggestions?

  • Geez, you're fast!

    Have a break! It's new year!

    Thanks again! And Happy New Year!

  • Hate to be a debbie-downer, lol... but doing that fix that you did yesterday, may have caused another issue... unless it's just me. Now when you have 8 directions turned on, it can't find any matches at all. 4 directions works fine, but 8 directions nothing is found. If you can't see this bug, let me know, I can whip up an example.

    Thanks!

  • Awesome... thank you so much!

  • Nitro187

    Try set "Directions" property at rex_board_squareTx object to "'8 directions", to test neighbors in 8 directions.

    It's currently set to 4 directions, which is what I want... I don't want diagonal, I only want 4 directions... but the "nearest neighbor" is showing diagonal positions as well for some reason.

  • Is there a quick and dirty way, I can do a condition "Are neighbors (UID)" but by chess?

    Essentially, I'd like to check if the neighbors are like this:

    ..Y

    YXY

    ..Y

    instead of

    YYY

    YXY

    YYY

    Thanks!

  • Wicked.... thanks Paradox! That'll help out immensely.

  • Change event 7 from an Else to a condition that picks overlapping blocks. "Else" wasn't picking.

    [attachment=0:3m3e6o8e][/attachment:3m3e6o8e]

    Now when it hits the ground, without it hitting a red block, it thinks it's still "falling"

    Ninja edit: actually, what I meant to say is, if you drag and drop any of the items, then try creating a new one by right clicking, they don't behave properly....

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Nitro187

Member since 26 Jan, 2014

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