Lou Bagel's Forum Posts

  • Pasted message as instructed:

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    Construct 2 Check failure

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    Check failure! This is probably a bug:

    No property changed handler available when editing property

    Condition: false

    File: Bars\PropertiesBar.cpp

    Line: 768

    Function: void __cdecl CPropertiesBar::OnItemEdited(class CBCGPProp *,bool)

    Build: release 237 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

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    Abort Retry Ignore

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    Problem Description

    ____ A concise description of your problem here ____ Was changing the font/font size of text

    Attach a Capx

    ____ Upload a Capx to this post ____ https://www.dropbox.com/s/f9jvtf0kdscctj4/bug.capx?dl=0

    (how do you attach capx to the post?)

    Description of Capx

    ____ Concise description of what this CapX does ____ blurring text

    Steps to Reproduce Bug not sure

    • Step 1
    • Step 2
    • Step 3 etc.

    Was not previewing—was changing text size in layout editor when the message popped up. The questions below are not applicable as I haven't noticed anything affected yet

    Observed Result

    ____ What happens? ____

    Expected Result

    ____ What do you expect to happen? ____

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    ____ Your operating system and service pack ____

    Construct 2 Version ID

    ____ Exact version ID of Construct 2 you're using ____ Release 237 (64-bit) checked

  • In your screen shot your group is disabled. You don't want that—it can't get enabled at runtime. Right click on it, click on edit, un-check "active at start".

    Sorry if my terms mislead you—lackadaisically I used 'disabled' instead of 'not active'

  • Also works perfectly on old ipad mini

  • It works perfectly on my iphone6. It is probably your device

  • Give this a try:

    https://www.dropbox.com/s/9uwvydzy1dsf0 ... .capx?dl=0

    Not sure it is the best way but worked with what you had started. I was impressed with some of what you had—haven't done anything like that before

  • Hi Badmood,

    thanks for the advice. Actually I'm trying to draw a path with the mouse spawning dots on a regular distance. Then, a sprite follows the path

    Ah, I didn't catch that. Maybe:

    Pick most recent waypoint (or player if no waypoints)

    -Compare two values If distance(mouse.x, mouse.y, waypoint.x, waypoint.y) > [distance you would like them]

    --spawn waypoint at mouse.x mouse.y

    Sorry, I can't look at your capx right now so not sure if that is the behavior you are looking for. If it is, to pick the most recent waypoint you may need an instance variable or boolean—although I think there is an expression to pick the last created instance but I'm not familiar.

  • Man you make it look easy :p Is there a way I can set it to buy only 10 instead of 10.2454578784?

    How long have you been using construct ?

    My profile says for just over a year—but I think it was a little longer than that. There is a ton I don't know but I just try to answer the questions in areas that I know.

    Did you use the floor()? Because floor(10.2454578784) = 10

    round() - rounds to nearest integer

    floor() - rounds down

    ceil() - rounds up

    Once you start learning the commonly used expressions and such it will start to snowball. These are a couple pages to visit often:

    https://www.scirra.com/manual/126/system-expressions

    https://www.scirra.com/tutorials/77/nat ... onstruct-2

    Then whenever you use something new to you visit the page in the manual so you know the conditions, actions, and expressions. Things that seem complicated may already be built in—you just have to know what is available

  • Edited — had a bunch of mistakes

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  • math

    ...lol

    On Buy max button clicked

    --Add to "baby chick" floor(eggs/10) (eggs divided by price)

    --Subtract from "eggs" floor(eggs/10)*10

    Or (if they are sprites not variables)

    On Buy max button clicked

    -Repeat floor(eggs/10) times

    --Create chick

    --Subtract 10 from eggs

    Floor() simply rounds down. So if you had 95 eggs, floor(eggs/10) would result in 9 (9.5 rounded down)

    Edit: Whoops, had some stuff backwards

  • Global Variable "FireRate" initially set to 1

    Every "FireRate" seconds - create object

    Every 10 seconds - Subtract 0.02 from FireRate (or better yet) Set FireRate to FireRate*0.9

  • Are you talking about the quantity or speed?

    Either way you could make a global variable for the fire rate. Every x seconds alter the fire rate.

    Multiple ways to set this up—what is your event for creating the rain drops?

  • Worked like a charm. My brain stopped working and I only figured I could use numbers instead of other variables. Thank you very much sir.

    You are welcome. Any field like that you can use any variable or expression

  • Maybe try:

    Player is on screen (to pick the players that are on screen)

    -compare two numbers: picked count < player count

    --every tick set scale to layoutscale - 0.01 (or however fast you want it to zoom out)

    **off the top of my head—may not be foolproof

  • Now my problem is that even if i buy 10 chickens I am only still receiving 1 egg per second instead of 10.

    For this, right now you probably have "add 1 to eggs", where you clicked on "add to" and when the field popped up you left it as 1.

    Instead of adding 1 to eggs you want to add 1 egg per chicken, correct? So add the number of chickens to the number of eggs. If chickens is already a variable somewhere just put the variable in the field. If chickens are sprites then use the count expression which will count the number of instances in the project of chickens (so be wary of ones off the screen and such). Can't remember if the expression is chickens.count or count("chickens")...

  • Instead of adding 1 to egg add chicken 'count' to egg