dop2000's Recent Forum Activity

  • You can use JS to check if an animation exists:

    console.log(runtime.objects.Sprite.getFirstInstance().getAnimation("a3")!=null);

    Another method is to try to play the new animation, and then check if it has changed or not. But it's messy and may not be suitable in some situations.

  • I tested with Xbox Bluetooth and an old Logitech wired controller.

  • I tested with two controllers and both characters are working fine. The movement of the bow on the right character is messed up, but it can still move and jump.

  • It's for any created instances - create by type, name, spawn.

    You can use "Wait 0" to wait to the end of the tick.

    You can pick newly created instances sooner than just the end of a tick. The next top level event is enough.

    Somehow this rarely works for me.. Logically speaking, a function is another top-level event, right? And yet if you call it after "create" action, it doesn't know about the newly created instance. I guess the first event should finish for the new instance to be available in other events, but this is not how I prefer to build my code.

  • Use "Wait 0.5*loopindex"

  • That's how Construct works - you have to wait until the end of the tick to pick newly created instances. Exceptions are: On Created trigger, Pick Last Created, Pick by UID

  • The file you shared has no download permission.

  • Looks like "On collision" is triggered separately for each instance.

    You can use "Is overlapping" instead, and "Pick nearest" as a second condition.

    Or try removing "for each" from the code on your screenshot.

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  • You can add a sub-event immediately after "Create by name" and use "System pick last created family" condition. There you will be able to change the properties of the created instance.

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  • mikeadamski26 Dictionaries are used when you need to store a lot of data, say, an entire dialogue or inventory system in the game. It may also be useful when you need to access the data dynamically, for example, to get a specific dialogue line for NPC_Name&"_greeting", where NPC_Name is a variable.

    If you just need to store two strings of text, a dictionary would be an overkill. You can use two global variables (GoodMessage and ExcellentMessage). Or local variables inside the event where you display the text. Or even hard-code the text in the "Set text" action, which is not a good programming practice, but definitely the easiest way to do this.

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dop2000

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