Lou Bagel's Recent Forum Activity

  • Thank you & ! Appreciate the comments!

    ...and Lions, so happy you like the janitor. He is one of my favorites but I think a lot of people overlook him a bit, ha!

  • Dave-Man Demo just uploaded to the Construct Arcade: construct.net/en/free-online-games/dave-man-13215/play

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    Let me know if you find any issues!

  • I'm a beginner. I don't know if I understand you correctly.

    That's what I do

    > 	globalthis.a=runtime.objects.a.getFristInstance()
    

    I'm sure that works but I'd assume it might be bad practice - polluting global namespace if not anything else.

    But not sure what issues or performance you'd actually run into. Not my area of expertise.

    And yes, that is what I was looking to solve.

  • Nice little ninja!

    Reminds me of a lil ninja I made for a game . . . but I guess at that scale they all look similar!

    Game looks fun!

  • Fish Motel

    My entry for Ludum Dare 46.

    Screenshot:

  • Z order is the same as Construct 2, the hierarchy of objects in a layer. Z elevation is the Z position relating to X, Y and Z co-ordinates, a camera view that adjusts to make the object look 3D.

    Thanks! I will have to look into using that at some point - but at the moment I was troubleshooting a Zindex problem . . . which I figured out!

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  • Did Construct 3 replace the term Zindex with Zelevation?

    I am working in a project that is ported over from Construct 2 and now objects have both a Z-Index and a Z-Elevation property.

    So I'm curious if they are different things or if they are the same then if I am going to have any issues since objects have both now.

  • Thanks! I was actually already doing that. Good to know the documentation is up to date!

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  • Did you add events such as

    'On Tap Object' (and then select your object) Go to Instructions layout

    I'm not sure what you mean by 'go to layer' . . . as that sounds just like moving an instance to a specific layer.

    Yes, you should also look at the bounding box for the sprite that is to be tapped. This will determine what space is able to be tapped.

  • How do you interact with Construct timers from a script?

    I'm aware of setTimeout and setInterval in JavaScript but I'm looking to interact with events & timers that are already setup.

    When I get an instance of an object with a timer I see behaviors.Timer but I don't see a method to start or stop one. Do I need to 'get' the instance of the timer with a method?

    I'm not seeing Timers in the scripting docs either.

  • Update

    I am testing out declaring my main object in the global scope and attaching runtime to it as a parameter inside the boilerplate function runOnStartup.

    I literally just did this seconds ago so will see if I find any issues from this. The main reason I needed this now is to call some functions setup in event sheets.

    I have also attached the Sprite this logic is controlling in a parameter and that seems to be working fine. I pass it to my script from an 'On Layout Start' - on the layout this sprite is on.

    In another case when I call a method from an event sheet I pass the instance 'picked' with the events, using getFirstPickedInstance().

    So I am finding different ways to go about this that all seem to be working out fine right now.

    As far as the tip to put scripts in an anonymous function, I don't believe I need that as I am using a runtime worker. skymen, you can correct me if I'm wrong. Also, it isn't my biggest concern as this logic wouldn't really benefit any cheaters.

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Lou Bagel

Member since 7 Sep, 2015

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