Cameron9990's Forum Posts

  • Which option? Creating from the list of objects, or using scripting?

    Oh, I thought you were trying to say how I could spawn each item anyways. Also I'm already like one-thousand in, either way I'm a bit too far for me to just delete everything.

  • > 15k object in the family

    That's a bit insane. I would definitely combine these objects into sprites (as separate animations).

    It's fine for my understanding of how to make stuff. They're all separate items but share a family. I need them to all hold individual variables and dictionary info per item, so I'd have no idea how to do that with individual frames. It's for a trading card game that already exists and has around 15k cards. That's why I said when it's done.

    Also sorry, was that you saying how to do it? I'd understand a lot easier with the event sheet, I'm more of a visual learner.

  • Pretty much, I want some line of code that would be able to spawn 1 of each object in a family without it already being in the layout (it's 15k object in the family once I'm done, so no, not one at a time). The way that I'm currently doing stuff is taking up way too much space and it would be a lot easier than having each object preloaded in the layout.

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  • I'm talking about [outline=#FFFFFF], with a lot of text sizes it can kinda make the text just unreadable because the white outline is too thick making the black part of the text too thin, is there a fix for this?

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  • rgbEx works in the range 0-100. If you want an expression that works in the range 0-255, use rgbEx255. See the documentation in system expressions.

    Actually, that did the same thing but now if Blue is the last one I make 0 it makes the color Green... that's all it really changed.

    Edit: I made them Global Variables instead of Local and it fixed it, my bad.

  • rgbEx works in the range 0-100. If you want an expression that works in the range 0-255, use rgbEx255. See the documentation in system expressions.

    First time I've ever had a mod respond to me, I appreciate that. While you're here I have one last question. Is there a way to spawn every object you have in a family on start of layout if they weren't on the layout before? I have a different function to rearrange all of them to the right place, I just don't want my layout to be like... 200,000 by 5,000

  • No seriously though, I have no idea why this isn't working. The color change is like random, increasing any of the bars to 255 makes the color white and if I make all the bars 0 the color is determined by the last bar changed. If I do Red last it makes it Neon Cyan (Can't think of the color name), if I do Green last it's Purple, and if I do Blue last it's Yellow... did I miss something? Haven't really tried doing something like this before.

    Pretty much, 3 slide bars for the player and I tried having the preset color be like Neon Cyan (Still can't think of the color name)

  • You can make a list and create objects by name.

    > Variable list=apple,banana,plum,orange
    
    Repeat tokencount(list) times
    Create object by name: tokenat(list, loopindex, ",")
    

    Dang, so I'll take that as a no. There's like thousands of things I'd need to list. I've just already been adding to a family as I create them... plus typing all that out sounds painful...

  • Is there a way to, without having the objects pre-loaded in, to spawn one copy of every object in a given family? I figure it'll save on space... I think...

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  • Is there a way to without having the objects pre-loaded in, to spawn one copy of every object in a given family? I figure it'll save on space... I think...

  • Without the rest of your project it's impossible to help you.

    Test with only 1 or 2 cards, run in debug mode, check all instances, variables and the contents of the dictionary. And you will probably figure it out.

    No you're correct, you're good with this stuff so I knew that if you couldn't tell by looking at the code of them spawning, then it was something else entirely. Since they spawn in at a larger size for a fraction of a second, they spawn in overlapping something that I gave different properties to for overlapping cards. I can't believe I didn't think about that, sorry.

  • Check InDeck variable of all cards in the debugger. Maybe it's 0 for some cards.

    As I mentioned before, referencing cards by UID in the dictionary is a bad idea. Their UIDs may change if you switch to another layout, or restart the layout.

    it's not 0, it's showing the correct number in deck, it's just spawning 1 less of the first card picked. like if there's two, three, or four, it still spawns some, just one less than it's supposed to for specifically the first card. And also only if more than one card spawns, if it's just the one it spawns perfectly fine. Also, I tried switching it to be set by an instance variable attached to the cards and that didn't remotely work. Dictionary.get(str(Cards.InDeck))

  • You'll see what I mean by the example, I tried adding "s but obviously that just changed it to the words

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  • The bottom code is the code I just added, for some reason it spawns one less copy of the first object picked, but only if more than one object is being spawned (if it's just the one card it still spawns it). I've tried adding a delay and it does the same thing. I went into debug to confirm it wasn't the sorter being dumb and overlapping stuff, can confirm, it spawns one less. Not really sure why or how to fix it.

  • As I explained in another post, you need to pick that second card instance. If you want to do this in the same event, you have to use "Pick all" condition. Another option is to call a function.

    OOOOHHHH, I never thought about using local variables. I see. And sorry, I asked on the other after this because nobody had an answer after a long time and you're very knowledgeable. :)