oosyrag's Recent Forum Activity

  • The type for text input is for the purpose of determining the layout of the soft keyboard that opens by default iirc.

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  • Sure sounds like you did something that made them want to not even bother dealing with you again.

    Try a new account.

  • Haven't construct variables been typed since the beginning of time?

  • You would still be left with the potentially ambiguous meaning of "filter". (Which alone can imply both letting certain things through or block things from passing, of which include and exclude can then apply and flip the meaning of both possibilities.)

  • "Collide with tagged objects", "Ignore tagged objects"

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  • Functions have been migrated from a plugin to being built in to event sheets. They have the same or more functionality than the old plugin functions, but old example projects may not have been updated.

    To use the new construct 3 built in functions, refer to the manual. construct.net/en/make-games/manuals/construct-3/project-primitives/events/functions

  • Regarding the timing, you need a way to keep track of each tween and determine which one is the last one, before changing the state of your game (by global variable, or group enabling as you're doing).

    Personally, I'd probably use (and recommend) a queue array. I would push all my tweens to a single array. As each one finishes, delete the 0th index (the one that just played), and start the next tween based on whatever is newly at the front of the line, until there are no more. All the information needed for each tween should be contained in whatever information you decide to push to the back of that array, and you wouldn't need to differentiate between types of array. They would all just go one after another until there are none left.

    Example relevant data might include what to push (UID), duration of the tween, and the target. For a pause, perhaps you could add a tween of anything for the duration you want, that doesn't actually move anything, just to keep the flow of the same system.

  • If you want a more efficient save, you'll need to consider and define only what you absolutely need to save, and do so manually. If it's still taking too long, you might consider changing the format and contents of the data you're saving to something smaller or more simple. Depends on your game really.

  • It shifts the viewport to a second players point of view and "pastes" it onto the canvas, then moves the viewport back. This happens every tick, so the canvas shows the offset view. For 4 players, you would need to reposition 4 times and paste to 3 separate canvas objects. I'm not certain this will actually work though, since there were some odd quirks with paste timing iirc.

  • The way I see it, a For Each condition simply copies/repeats the event once for each instance of the object, while picking that instance per each copy.

    If you don't use For Each, all instances are picked by default (notwithstanding other conditions).

    This generally comes up when an instance refers to itself in an expression or variable.

    However, as Dop mentioned above, there are several "crutches" where Construct tries to be smart about it, by picking/referring to the correct instance in expressions automatically without a for each. So a lot of times you can get away without using it.

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oosyrag

Member since 20 Feb, 2013

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