dop2000's Forum Posts

  • Add these conditions to event #3:

  • It's not an easy task. Here is my version:

    dropbox.com/s/6qj1xy3l8c809sz/HightlightSameLetters.c3p

  • The common practice is to store such objects on a separate unused layout, as LaurenceBedford suggested. They don't need to be on a global layer though. If you add a global layer with all these objects to your main game layout, you will end up with the same mess you have on your screenshot. So the idea is that you create such objects (like explosions etc.) only when needed and keep your layout nice and tidy.

  • Yes, in Construct 2.

  • You can't rotate the canvas. The link I posted is a suggestion to add rotation to the canvas, you can vote for it and hopefully some day Ashley will add it..

    There is no Paster for C3, unfortunately.

  • It depends on how you create these instances. Do you place them on the layout in pairs in the editor? Or do you create them in runtime?

    EDIT: here is a demo:

    dropbox.com/s/pigyy4g5kgb67kq/PairInstances.capx

  • If you don't need to scroll horizontally, then simply don't do it. Remove all those actions and set the Y scroll only:

    Set scroll Y: clamp(Player.Y, RectangleFocusArea.BBoxTop+ViewportHeight("Player")/2, RectangleFocusArea.BBoxBottom-ViewportHeight("Player")/2)

  • No, this is not right. There is no such thing as "family UID". All instances are in the family, and each instance has different own UID.

    You can assign the same unique identifier to both instances, which you will need to generate and make sure it's unique.

    But I think the easier solution is to declare one instance "parent" and another "child" and link the child to the parent using ParentUID.

    If ParentUID=0, then this is a parent instance. If ParentUID>0, this is a child instance and you can easily find its parent.

  • The sprite is defined on another "storage" layout.

    I create it in runtime, replace an image in one of the frames. Then destroy, unload from memory, wait, create again. And yet the replaced image is still there..

    To store an image with BinaryData I will need to paste it to DrawingCanvas first, right? This will be a really complex solution, since I have lots of sprites with many frames each.

  • You can pick only instances on a selected layer, and move them to top/bottom of the layer depending on the value in the instance variable. If you don't have too many objects and not doing it too often, I think it should be ok performance wise..

  • If I use "Load image from URL" action to replace an image in a sprite, is it possible to revert it back to the original image?

    I tried destroying the sprite, unloading it from memory, creating again, but it gets created with a new image.

  • Ouch, really? So whats the point of those?

    I agree, it would make much more sense if these actions would preload images for the next layout(s). Unfortunately, no, they only allow preloadinging images from other layouts to use in current layout.

    I believe if you create an Interstitial/Video just once, you can use the "if ready = show ad" many times...

    After you've shown an interstitial/rewarded ad, you can't show it again. (Well, maybe you can, I haven't tried it, but it's pointless to replay the same ad.) So you need to create (load) a new ad.

    Why not making things simple as: ....

    Is Interstitial Loaded and On Interstitial Ready mean the same thing, but one is a condition, and another is a trigger.

  • Jimmy Emanuelsson If the author doesn't respond, you can email me your project and I'll remove that Rex_comment addon from it.

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  • The most common way to address two instances separately is to use a family. Add this sprite to a family, move all instance variables to the family level. If you have many instances, you can add another variable ParentUID. And then you will be able to pick the "parent" sprite instance, its "child" family instance, and refer to them both in the same event.

    On clicked Sprite
    SpriteFamily compare variable ParentUID=Sprite.UID
    	Sprite set opacity to 100
    	SpriteFamily set opacity to 50