Radiowaves's Recent Forum Activity

  • So, appareantly C3 also wants to change collisions when I import new contents into a sprite. This sucks, I have to redraw all the collisions each time I have changed the tiniest amount externally...

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  • In C2, sprites were in folder and I could just replace the sprites in folder.

    In C3, I have to re-import everything manually.

    This is huge issue, because I tend to change a lot of graphics over the course of project. Surely this thing can be automated somehow?

  • Ooh, I come from C2, there was no such thing, bummer. I thought whichever comes first, happens first. So its not depth-first...

    Although I do understand the reason to run multiple loops simultaneously.

  • I do call it before bricks exist, because I create bricks in a function that is included in "MakeGame"...

    Bricks are created fine, they have ID-s I give them, function "DrawBricks" which is called before "SetLayers".

    I nitpicked the problem to the loop itself:

    Loop happens, but "For each brick" does not pass on the ID it is sorting them by, thus not picking any brick...

    I know a longer workaround for this using "Pick x instance" and just looping it N amount of times.. But this wrong, it should work like this. Or Tutorials should really explain how C3 operates, is it depth first or not and how are references to instances handled?

  • Why not just keep the waypoint coordinates in a variable or an array rather than link it to specific object?

    If you link it to object only, it does not know which one to pick, so it probably picks the last one..

  • I ma de a "For each" loop, thinking if I I make it "for each object" it would pick the object specified each time.

    Apparently it does not. How do I make it work?

    Here is my loop, the changes for "Brick" do not happen when I call the function.

    Here is how I call the function:

    I also noticed a strange behaviour, when I put contents of each function into single function, ordered, which are loops, it wants to run them simultaneously rather than wait until the loop is done.

  • This works, thank you!

    Now comes the question: If I have 100 items stacked, do I need to make this inverted condition for each one?

    I suppose I could use a family, but managing it would be terrible.

  • I have a problem in my project where there is Sprite1 stacked on top of Sprite2.

    When I click on Sprite1, I add 1 to global Variable1.

    When I click on Sprite2, I substract 1 from global Variable1.

    Currently C3 registers both events and Variable1 results in 0, but it should be -1.

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  • Tile rotation is set with a string/boolean message. But I would like to do this mathematically, (int(random(0,4))*90 degrees.

    Right now only way I can manage is to create a local variable/parameter and make a condition for each parameter value, which is cumbersome waste of space.

    Suggestions?

  • *sigh* I overlooked the "At" function. Thank you!

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Radiowaves

Member since 23 Mar, 2014

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