dop2000's Recent Forum Activity

  • It's up to you, do what is more convenient.

  • check that I'm not missing an option somewhere that stores the layer from when i add the object to hierarchy?

    I believe there is no such option..

  • Yeah, "append text" is correct, but it shouldn't make the loop infinite. Maybe you are requesting the same file with AJAX multiple times, say, on every tick?

  • Use ".name" instead of "name", and the same for other keys

  • There are many ways. You can use invisible placeholder sprites, or 16 image points on the Grid sprite. Or permutation table feature of AdvancedRandom.

    Example:

    Repeat 2 times
     Placeholder Not overlapping Sprite
     Pick random Placeholder
     ..Placeholder spawn Sprite 
    

    Or you can place 2 instances which need to be randomized outside of the layout. Then pick two random unoccupied placeholders and move the sprite instances to them.

    Repeat 2 times
     Placeholder Not overlapping Sprite
     Pick random Placeholder
     ..Sprite X<0
     ..Pick random Sprite instance
     .....Sprite set position to Placeholder
    
  • What do you mean by randomize? 16 instances with IDs from 0 to 15 distribute randomly in 4x4 grid? Or shift each instance a short random distance within the cell?

    Or, say 5 instances place on random cells on 4x4 grid, and the rest of the cells will remain empty?

    Either option is possible (and easier) without arrays.

  • Basically, it should be like, if SpriteA compare Variable != array2.CurValue: create spriteC on SpriteA where X = SpriteA(loopindex).X, Y = SpriteA(loopindex).Y

    Loopindex doesn't work in "Array for each element" loop, and CurValue doesn't work in all other loops. So I have no idea what you are talking about.

    I thought you decided to get rid of the arrays and configure all parameters directly in spriteA instance variables? Then compare the variable and spawn either spriteB or spriteC.

  • Yeah, when you create objects in runtime, Construct needs a "reference" instance to copy all properties from. A common practice is to add an unused layout like "Assets" and store all reference objects there.

  • Have you configured other properties - character set, character height etc.?

    Most people use the Spritefont Generator tool to create spritefonts. It exports a text file with all properties, including spacing data. So all you have to do is copy them over into Construct. You don't need to set the width for individual characters.

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  • So, something like this?

    Array2 for each X element:
    .. SpriteA compare variable ID=Array2.CurValue
    .. : SpriteA spawn SpriteB
    

    I still don't understand why do you need that complex system with two arrays. Can you manually place sprites A on a grid and configure all properties in their instance variables, including the type of sprites B to spawn?

  • The expression should be random(100)

    Otherwise it looks correct to me.

  • I guess you need to either iterate the instances with "System For Each" loop, or elements in the array with "Array for each element" condition. Or both...

    But I don't really understand your task. What exactly you are trying to achieve?

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dop2000

Member since 26 May, 2016

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