WackyToaster's Forum Posts

  • Hmm ok, I think I understood that wrong then.

  • The text plugins already have a typewriter action. Unless you wanna do some specific custom stuff it should cover you for the most part.

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  • at ExpValue.set_int (ExpressionValue, set integer)

    Photon.RoomPlayerCount (Count as in number, as in int)

    str(13_room_names.SelectedText) (turns 13_room_names.SelectedText into a string, which it already is so using str() is unneccesary anyway)

    I'm not 100% sure what you exactly wanted to do. It's either that you wanted to do

    Photon.RoomPlayerCount(int(13_room_names.SelectedText))

    Or, since you have room_names in there, you didn't want to set Photon.RoomPlayerCount but Photon.RoomName (or something along those lines. I'm not familiar with Photon)

  • Many interfaces were added in the previous beta-cycle (r306), but Timer was not one of them. Just wanted to put it out there, I hope we can get it this beta-cycle. I'd need it :)

  • I haven't had a crash yet, though I am mostly working in js currently.

  • I have never seen a tool that can floodfill properly. It's a tricky issue, the only thing you can do is play around with the tolerance of the fill tool or use external tools (that allow the use of layers)

  • It's a setting to display collision polygons. I think it's in the layout or project properties.

  • On collision only triggers once. Change it to "is overlapping" or, if the lava floor is solid you may need "is overlapping at offset"

  • You should post it on the issue tracker construct.net/out

    Increases the odds of it being adressed quickly.

  • System > every X seconds is probably what you are looking for.

  • I'm self-taught and I can only comment on things I have used before, and I have never used prototypes. Tbh I don't even know what it does :D

    If I understand your usecase correctly I think it can be done with classes, but I have no idea if it should be done with classes.

    No harm done in trying it out. Make up a small test-case, sink an hour or two into it and see if you get stuck somewhere.

    • Post link icon

    I actually like the idea. Set vectorY does not give you jumpsustain. Simulate jump doesn't work off the ground. Doublejump is doublejump.

  • What about classes though? I don't think there's a problem with classes, they should work fine for that purpose.

    class Weapon {
     constructor(whatever) {
     this.x = 25;
     this.y = 5;
     this.whatever = whatever;
    
     }
    }
    
    var object = new Weapon("whatever")
    
    
  • Remove the key once you selected it. On the next round you just have to fill back all the data (e.g. load from json) or use a copy of the dictionary.

  • Quite simple: System > Is in preview