dop2000's Recent Forum Activity

  • Can you share your project file? The quality of the video you posted is quite low and all code is in Spanish..

  • loopindex expression doesn't work in "For each entry" loop. You can use "Compare value" condition with a relative path.

    JSON For each entry in "screens"
    JSON Compare value ".id" = nextScreen
    

    Since each screen has a unique ID, it may be easier to change JSON structure to this:

    {
     "screens": {
     "screen_1": {
     "elements": [
     {
     "type": "text",
     "id": "instructions",
     "content": "Screen 1 flashing section egestas."
     }
     ]
     },
     "screen_2": {
     "elements": [
     {
     "type": "text",
     "id": "instructions",
     "content": "Screen 2 flashing section egestas."
     }
     ]
     },
     "screen_3": {
     "elements": [
     {
     "type": "text",
     "id": "instructions",
     "content": "Screen 3 flashing section egestas."
     }
     ]
     }
     }
    }
    

    This will allow to access any screen directly, without looping through the entire JSON. For example:

    JSON.Get("screens." & nextscreen & ".elements.0.content")

    .

    Also, if each screen has only a single element - get rid of the arrays of elements, this will make it even simpler:

    {
     "screens": {
     "screen_1": {
     "element_type": "text",
     "element_id": "instructions",
     "element_content": "Screen 1 flashing section egestas."
     },
     "screen_2": {
     "element_type": "text",
     "element_id": "instructions",
     "element_content": "Screen 2 flashing section egestas."
     },
     "screen_3": {
     "element_type": "text",
     "element_id": "instructions",
     "element_content": "Screen 3 flashing section egestas."
     }
     }
    }
    

    Usage:

    JSON.Get("screens." & nextscreen & ".element_content")

  • You can use the TagAtPosition expression and then run the corresponding function for each tag. Or you can look up that tag in an array/dictionary/JSON to retrieve any additional information associated with it.

    + Mouse: On Left button Clicked on SpriteFont
     | Local string tag‎ = 
    ----+ (no conditions)
    -----> System: Set tag to SpriteFont.TagAtPosition(Mouse.X, Mouse.Y)
    
    ----+ System: tag = "foo"
    -----> Functions: Call Foo
    
    ----+ System: tag = "bar"
    -----> Functions: Call Bar
    
    
  • Does encapsulation cause performance degradation?

    I've heard people say that, but I wonder if that is actually the case.

    Yes, this did happen with the rollout of SDK2. The biggest issues were fixed, but there is still a small performance overhead, and in certain cases pre-SDK2 Construct releases can be a tiny bit faster.

    From what I understand, the SDK3 being discussed here applies to the editor API, so it shouldn’t affect runtime game performance. That said, there have been reports of the editor lagging or freezing for some devs. Here is one from just two weeks ago. It also runs out of memory on large projects. I really hope SDK3 encapsulation doesn’t make those issues worse.

  • Ashley Of course we value reliability, but we also want a capable and competitive game engine with strong support for addons. What would be the point of Construct if it began losing ground even to free engines like GDevelop?

    I've asked this question in the previous post: can you work with Skymen on safely integrating his (or a similar) API? Surely this would be a more productive use of time than developing SDKv3.

  • Huh, turns out that setting the animation speed on every tick makes the ping-pong animation to get stuck.. This is probably a bug, feel free to report it:

    github.com/Scirra/Construct-bugs/issues

    I made a minimal repro project:

    dropbox.com/scl/fi/tqm2htdpucls7t3hpr4h3/PingPongAnimationBug.c3p

  • Instead of "play from beginning" try "play from current frame".

    If that doesn't help, then there's probably some other event in your code that briefly changes the animation to a different one, which causes the "Climb" animation to restart.

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  • Ashley, wouldn't it be a lot more productive to work with Skymen on properly integrating and safeguarding his API, rather than spending time and effort opposing it?

  • tileWidth and tileHeight are read-only in events too, you can't change them. You can probably prepare a bunch of tilemap templates with different tile sizes instead.

    mapWidth and mapHeight are calculated from the tilemap's width+height. Say, if the tile size is 16 and the tilemap width is 1600, then the mapWidth expression will return 100.

  • 1. Press F12 and check error messages in the browser console.

    2. Try clearing browser data.

    3. Try a different browser.

  • You can try tweening a value, and setting the angle directly with this action:

    Car Tween "turnadjust" is running
     Car Set angle to self.Tween.value("turnadjust")
    
  • It's probably conflicting with the Car behavior - both are trying to control the angle.

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dop2000

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