oosyrag's Recent Forum Activity

  • Regarding your OP -

    Global - The object does not get destroyed when changing layouts.

    Persist - The state of the object will be remembered for when you return to the layout.

    To keep track of entrance/exit positions without a mess of global variables, here is what I recommend:

    A single (can be invisible) entrance/exit object with an instance variable ID keeping track of pairs, and another instance variable with the target layout. Every pair of doors needs a unique ID linking them together.

    When your global character sprite comes into contact with a door, it saves the ID of the door to its own instance variable, then gets sent to the new layout. On start of layout, place the character on the door with the matching ID. This will work both ways, and with any number of doors, as long as each pair of doors is uniquely identified. No global variables needed!

  • +On start of layout

    +Object does not exist

    -> Create object

    Or, place the object(/instances) manually via the editor, so they do not have to be created dynamically by events.

  • Not sure... inconsistent results in various situations would be hard to pin down.

    The main thing that comes to mind is that the array compare current value condition only works within an array for each element event, but yours doesn't seem to be the case.

    Anyways I'm glad you got something working! I can pretty confidently say uninstalling and reinstalling would not change anything. If you want to post your test capx maybe I can poke at it a bit, I'm pretty curious now

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  • Basically layouts is the proper method.

    But you can get away with teleporting if your game is not too large, which could be a lot simpler to implement.

  • Layouts allow you to manage your graphical memory, only sprites that are used in any particular layout are loaded into memory. It will allow you to have a greater variety of textures between layouts.

    Having everything on a single layout might be simpler to execute, but you might run into memory limitations. Depends on the scope of your game.

    Also "time" does not pass across layoyuts, which may be a consideration.

  • Layouts are a good way to make rooms. Familiarize yourself with the "Global" property and "Persist" behavior, which you can read more about in the manual.

    An alternative way is to build all your rooms on one layout in a separate area, and teleport your player sprite around.

  • You can try in the Job Offers and Team Requests forum.

  • Works both ways...

  • Text... field? There are Text box objects and Text objects.... unless I'm totally missing something.

    If you use multiple instances of the same text object, you have to "pick" to filter out which text object you want to manipulate by using conditions. Use the Pick Nth instance condition, and any actions will only be applied to that particular instance.

  • It seems to be because you have a line break (newline) character at the beginning of each entry, EXCEPT for the first one. It happens to be invisible.

    You can see if you do Current value = newline&str(List.SelectedText) instead. It will now work for every entry except for the first one. Also make your text box a little taller so you can see it.

  • I'll take a look when I get a chance.

  • You are using seperate text box objects?

    One way is to use a single text box object, with multiple instances.

    Then you can refer to each one by IID, using loopindex as your IID. (Pick Nth instance system condition)

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oosyrag

Member since 20 Feb, 2013

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