Radiowaves's Recent Forum Activity

  • Problem Description

    Sometimes when loading a new sprite strip to existing sprite, construct2 freeses. Close construct from task manager, start it again and the problem persists. Restarting the computer helps. But also pressing the "Alt" key brings up the animation strip properties panel and the problem is gone.

    It seems the properties panel gets stuck somewhere, either under the general windows/tabs/panels or somewhere unseen when loading rather large spritestrips. Maybe a memory issue and not construct related, but maybe worth to look into.

    Attach a Capx

    Capx does not help

    Description of Capx

    -

    Steps to Reproduce Bug

    • Step 1: open existing large animation (20 frames does it to me)
    • Step 2: replace the animation with new spritestrip
    • Step 3: SOMETIMES the sprite strip properties panel does not pop up
    • Step 4: hold "Alt" and it can pop up

    Observed Result

    Spritestrip properties panel does not pop up

    Expected Result

    Spritestrip properties panel should pop up

    Affected Browsers

    -

    Operating System and Service Pack

    Win 7 SP1

    Construct 2 Version ID

    200

  • What about Tilemap.PositiontotileX(Sprite.X)? instead of percise numbers? If you change the tile size you have to rewrite it. Additionally you can even add SnapX.

  • ... And I am sitting here in 10-30FPS on my 6 year old laptop. Things started to go wonky in 2d just when HTML5 came....

    Like I should buy a high end gaming pc just for 2d web games.

  • Depends. In my experience its hassle to choose random sprite, need to use variables. So I just name my sprite animations "name" & 1, so I can switch and call them whenever I want to.

    This way you can have several walking animations for different characters etc.

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  • We (I and some other friends) built a multiplayer platform-shooter a while ago. OFC it was 24h challenge and therefore quite messy, the multiplayer itself worked. Problem was that phone connections are usually not up to bar and syncing all animations and positions can be tricky. I suggest more simpler approach or turn-based game.

  • I have a function that checks some objects at random coordinate, if its true, it does something and thats it. Else it calls that function again.

    But this creates a recursion error. Why is it so? If it calls itself again, the previous instance of that function should end, no? What am I not understanding here?

    Basically I check if there is tile on tilemap. Since there is no "check if there is tile" command in C2, I just check the tile state. Inverting the tile state check can do some funny things sometimes.

  • Umh, I get a random cell. But what I want is a random cell from the cells that contain value "1".

    I tried just picking random cells and see if it contains value 1 or not, but since it is in "while" loop and does not get 1, it goes nuts and crashes.

  • If I have a 2 dimensional array that stores 0s and 1s, how can I pick random 1?

  • OK, I admit at this point I am confused.

    I have 2 instances of object A, and like 50 instances of object B.

    If object A has variable set "active", I want it to check if its next to object B.

    I did it your way now, like this:

    Object B is checked (applies to all object B-s) if any object A is at given distance(s), if it is then apply animation to object B and change variable on object A.

    Nothing happens.

    In that, object A is only concluded in expression, does the order chain still apply in that case?

  • One way to solve this is by using invisible sprites which overlap, but I'd like a bit more cleaner approach, without using object families and such. Array is also an option, but that would be quite a mess in my situation.

    Basically I want a sprite to check if it has a specific object to the right, left, etc. For example platform behaviour can check if its by wall or not, I want to do this to a specific object/sprite.

  • Bumping old thread again.

    The shown example works with keyboard, but whenever I assign it to: ... on collision with ->loop x times

    ... It does create x amount of bullets, but the angle is almost all the same. Its as if it doesn't read this event properly. Only on couple of odd occasions I have seen this work. Gravity is also 0, could this affect it?

    I could do this with particles (already did in other occasions) but I want the particles to do some damage.

  • You need the cat to jump to the circle thats nearest to exit layout?

    You could set *if* coordinates check for circle (Compare two values, system behaviour). If its near to something, pick it. If there are many, then do another pick and pick nearest to the cat. No?

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Radiowaves

Member since 23 Mar, 2014

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