trueicecold's Recent Forum Activity

  • LittleStain yeah, but since the loop is a sub event, so if IsInPortal is 1, it shouldn't have looped again, until the frog exited the portal...

    I've shortened my code above to a more logic way, still occurs...

  • Hello all

    My events are:

    [ul]	[li]If Frog is overlapping portal AND IsInPortal = 0 (touching a portal for the first time)[/li]
    [/ul]             IsInPortal = 1
                 For each portal Alert portal.Type
    
    [ul]
    	[li]If Frog is overlapping portal at offset(-Frog.Height, 0) IsInPortal = 0 (finished operlapping)[/li]
    [/ul][/code:1qbydeiy]
    
    I would have expected the loop to occur only once, at the entry. However, it happens on entry, and when it fully overlaps, it runs the loop each frame until it exists the portal... so I thought if the pivot of the frog is 0,0 then that would explain it, since it does overlap a lot. but the pivot is in the middle of the frog (16, 16)
    
    What am I missing?
    
    Thanks!
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  • I think the ability to associate an event sheet to an object could be cool. So when you create an event sheet to handle a specific object only, you can select it from the object properties and open it directly from there, instead of skimming through lots of event sheets.

  • Mr E Bear, I guess this WOULD achieve the same effect. Less organized, skimming through dozens of event sheets, but that'll do the job Thanks!

  • I'm quite new with serious construct usage so maybe it can already be done (although I didn't see an option to), but I think object based logic could really take C2 a notch. Just like unity, allow each object have its own logic (event sheet), so that the main game event sheet isn't too long and (sometimes) quite unreadable...

    so instead of "If ball overlaps grass OR ball overlaps spring OR .....", write it the other way around by defining an event sheet logic to "grass" or "spring" when a ball overlaps them.

  • Ah, cool stuff, thanks!

  • lanceal, I was thinking about making some changes to add facebook support this weekend, but couldn't find the time to read how to create a plugin :/

    I've got a few spare hours tomorrow morning, so I'll read about it

  • Thanks lanceal, I add to my question a more general question: can I, in general, add the latest cocoonjs library to the exported project? I don't mind writing my own functions (not a plugin) to interact with cocoonjs (that's what I do at work every day ). Question is, is there something technical with construct 2 that can hold me back from doing so?

  • In Scirra's cocoonjs tutorial I read there's no facebook support yet, but cocoonjs does support it.

    can I remove the cocoonjs code in c2runtime.js and load my own cocoonjs.js file?

    Will that enable the latest cocoonjs features?

  • Hey All

    I want to enter an event, and conduct a series sub events, most of them should just quit the event (not process the rest of the sub events).

    Must I use "Else" for all of my sub events? or is there a way to just quit an event (same as "return;" in javascript) ?

    Thanks

  • I'll have a look this weekend, shouldn't be too hard, I've already uses invite+share with ludei's facebook plugin (basically a simple FB.ui command)

  • It works perfectly well, LittleStain, thank you very much. I was just trying to understand how come it works

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trueicecold

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