Rhindon's Forum Posts

  • Thank you, The multiple "Is Touching" conditions are to make sure certain events don't take place - such as tapping an enemy, which is later going to be used as a different feature. I'll implement your suggestions and see how it works!

  • Please bear with me, this issue I'm having has a few facets to it. I'll try to be clear and brief as possible. Thanks in advance for your help and suggestions.

    I'm working on a "turn-based" style of mobile space shooter. Every wave is preceded by an opportunity for the player to tap in the "action area" (where the spaceship and enemies exist) and lay down up to five destination points. Upon activating the action for that wave, the spaceship will follow those points in the order they were created. During this pre-action phase, the player can tap any existing destination point already laid down to delete it. Any destination points that were created after the one being deleted will have their order values decreased - so destination point 4 will become the new 3 when destination point 3 is deleted.

    This is a screenshot of my current set up - and I've tried SEVERAL variations (including using a tilemap...but I couldn't work out getting the correct X/Y coordinates for Pathfinder to follow).

    https://www.dropbox.com/s/tcsw8znp9g8enax/Space%20Shooter%20RPG.png?dl=1

    The problem I have discovered is that the deletion portion of my script here acts immediately after the creation of the ShipCourse objects, even though I added the stipulation of ON TOUCH END. It shouldn't delete anything YET because the object hasn't even been created until AFTER the touch is finished. At least...that's the check-n-balance I'm trying to work out. I've also tried using the ELSE condition to differentiate between when a ShipCourse object is being created or deleted.

    I am quite certain there's a nuance in the way C2/3 reads conditions versus how I understand them. I'd be very grateful for some insight and help. Thanks again!

  • Ooooh, okay. I see. I guess I didn't realize to what extent the On Touch End worked. Alrighty then. Thanks, guys!

  • I'm not sure that will work. Do you mean to use those two conditions in the same singular event line?

  • The subject line says it all.

    While there are condition checks for when a Touch comes to an end, there's nothing for when touching a specific object stops. This can be very handy for when, for example, a player is holding a long-press over an object (or dragging said object) and then releases it. You don't want to test SIMPLE when the long-press is released, but when a long-press over an object is released.

  • [Please pardon my exuberant emotional outburst of joy. ... Given my struggles at game design and learning C2, I feel I've earned it. LOL] IT WOOOOORKED!!!!! Absolutely PERFECTLY!!! Exactly as I planning. Thank you again!

  • DUUUUUUUUDE!!!! So obvious, ! But leave it to me to miss it. LOL I will get to work on that and see if it meets my needs...but I'm pretty sure it will. Thank you so much!

  • Helloooo.

    I'm working on an interface where the player clicks/taps on a cell in a grid and that cell is labeled with a value of 1 through 5. First click/tap, 1; second click/tap, 2; etc. At any time, the player can deselect any of the highlighted cells. Thus, if 1 through 3 is selected and the player deselects the 2 cell, the 3 cell becomes the new 2.

    The purpose of this is because my character will follow the customized path devised by the player - the order of the selected cells will determine that path.

    I initially figured using an array and pushing the UID of that selected cell node onto the back of the array. No problem there. Adding the UID values into the array is good.

    The problem is IDENTIFYING the correct index in the array that has the UID value of the cell node when DESELECTING it (and thus deleting that array element).

    So far, I can't QUITE think of a succinct method to DESELECT cells and thereby update that order of selected cells.

    Any suggestions? THANKS!

  • I tried finding the C3 Tracker page but couldn't locate it. Sorry about that - that's why I posted here.

  • Problem Description

    Copied image from one frame to another frame in the same animation. The image being copied was larger than the frame the image was (attempted) to be copied to. The following bug report was generated.

    Error report information

    Type: unhandled exception

    File: https://editor.construct.net/r55/main.js, line 2, col 176235

    Message: Uncaught TypeError: expected string

    Stack: TypeError: expected string at Function.ǃd.ǃm (https://editor.construct.net/r55/main.js:2:176241) at ǃd.ǃV.ǃzG.ǃzVg.ǃmQ (https://editor.construct.net/r55/main.js:71:325808) at ǃd.ǃV.ǃzG.ǃzVg.ǃWi (https://editor.construct.net/r55/main.js:2:331154) at r.ǃWi (https://editor.construct.net/r55/main.js:2:304887) at HTMLDocument.window.C3_IsPopupWindow.t.document.addEventListener (https://editor.construct.net/r55/main.js:2:303183)

    Construct 3 version: r55

    URL: https://editor.construct.net/

    Date: Thu Sep 14 2017 20:22:11 GMT-0500 (Central Daylight Time)

    Uptime: 19509.6 s

    Platform information

    Browser: Chrome

    Browser version: 61.0.3163.79

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 2

    Approx. device memory: (unavailable)

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/61.0.3163.79 Safari/537.36

    C3 release: r55

    WebGL information

    Version string: WebGL 1.0 (OpenGL ES 2.0 Chromium)

    Numeric version: 1

    Supports NPOT textures: partial

    Supports GPU profiling: no

    Vendor: Google Inc.

    Renderer: Google SwiftShader

    Major performance caveat: yes

    Maximum texture size: 8192

    Point size range: 0.125 to 2048

    Extensions: ANGLE_instanced_arrays, EXT_blend_minmax, EXT_texture_filter_anisotropic, WEBKIT_EXT_texture_filter_anisotropic, OES_element_index_uint, OES_standard_derivatives, OES_texture_float, OES_texture_float_linear, OES_texture_half_float, OES_texture_half_float_linear, OES_vertex_array_object, WEBGL_compressed_texture_etc1, WEBGL_compressed_texture_s3tc, WEBKIT_WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_depth_texture, WEBKIT_WEBGL_depth_texture, WEBGL_draw_buffers, WEBGL_lose_context, WEBKIT_WEBGL_lose_context

    Attach a Capx

    Issue is in the editor, itself. Not when game is running.

    Description of Capx

    Issue is in the editor, itself. Not when game is running.

    Steps to Reproduce Bug

    • Copy image in sprite frame.
    • Attempt to paste image to a frame smaller than the copied image.
    • When prompted to enlarge canvas, do not click on either button; press the Enter key.
    • C3 crash window appears.

    Observed Result

    C3 crashes

    Expected Result

    To be able to copy an image from one frame to the next.

    Affected Browsers

    • Chrome: Yes
    • FireFox: Untested
    • Internet Explorer: Untested

    Operating System and Service Pack

    Windows 10 (service pack is likely 2, but unsure)

    Construct 3 Version ID

    v55

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  • To answer your question simply, they aren't compatible at all, in terms of code. They are VERY different systems.

    Thanks. That was all I needed to know.

  • I'm asking just to see if there's anything I can learn...

    I'm confident that I know that C2 files are not compatible with Unreal or Unity editors given that C2 is HTML5-based and the others are not, but my teammates are more adept at the latter two while I am more familiar with C2's workings. Is there any possible work-around to open the files in the more advanced editors?

    As I said, I'm sure the answer is that they are not at all compatible...but it doesn't hurt to ask.

  • OOOOOOH!!! ... I get it now.

    I thought they were getting confused about my mentioning how some enemies will have their own light source.

    Apparently, I'm (also?) the one confused.

    However, one problem remains, I plan to have the shadows defined by the height property of the shadow/light. So the shadows will not extend forever into the distance. That's why I need a way to test if the character is literally in the shadow that is cast.

  • I'm not sure I follow...

    Whether or not enemies are around or not, ultimately I just need to detect if a character is in the shadow cast by an object.

  • Sorry for the confusion. Not all light sources will be attached to enemies. Some will be static cameras or enemies who have no light affixed to them. Some light sources will be stationary, too.

    Basically, what I am looking for is how to detect when my character is in a shadow area as cast by an object with the shadow caster behavior.