mekonbekon's Recent Forum Activity

  • nimos100

    Whilst in rafaelsorgato 's particular case you're right that groups are the cause of the problem (if the group is disabled then necessarily you can't trigger any events within that group), it's misleading to say that you shouldn't be using groups in any circumstance. There are many valid reasons for doing so, most importantly because no checks are made against events in deactivated groups, which can lead to significant performance boosts, especially if those checks are on large numbers of objects/instances. Also deactivating and reactivating groups is a convenient way to reset top level "trigger once" conditions.

  • Portvayne

    No, this has been an ongoing issue. Not sure if it was fixed for a bit, it'd be a shame if this problem has come back.

  • I guess you could add a second boolean and do:

    If sprite.boolean1 and !sprite.boolean2 | do action; set sprite.boolean2 true;[/code:3ge5743s]
    
    ...but if I'm going to do that I might as well use the number variable technique I mentioned above.
  • dop2000 That's a pity. Ah well, at least I'm not being a complete idiot about it!

  • Asmodean That would work in some circumstances, but you may have situations where the boolean state needs to remain e.g. I only want sprites with the boolean On to react to a subsequent event.

  • Zion Check out this thread:

    It's possible, but it's not straightforward and may not be achievable depending upon the type of game and behaviours you've got going on.

  • Hi all,

    I'm probably being quite dense about this but I can't figure out a simple solution for this problem:

    I have multiple instances of a sprite that has a boolean instance variable. On the boolean for a particular instance being switched on, that instance should perform an action.

    This doesn't work:

    sprite.boolean is On, trigger once | do action[/code:23qjfngw]
    
    It triggers the first time the boolean is on for any sprite and then that's it.  Nor does this work:
    
    [code:23qjfngw]For each sprite, sprite.boolean is On, trigger once | do action[/code:23qjfngw]
    
    I get why that these don't work, based upon how the picking system and trigger once functions. I know that I could work around this by using a number variable instead of boolean and using something like:
    
    [code:23qjfngw]On start sprite.no = 0;
    If sprite.no = 1|do action; sprite.no = 2;[/code:23qjfngw]
    
    ...but I'd like to try and preserve the use of the boolean if possible.
    
    Any ideas?
  • Just so you know, you can set the tags to anything, it doesn't have to be the name of the audio sample. This is very useful if you have multiple versions of the same sample playing - you can give each of them a different tag, allowing you to control each independently.

  • In the "On start of layout condition" you need to set the (tag "") in the play actions to "siren" and "redAlertFixed" in order for the mute actions to work.

  • R0J0hound - thanks for trying! I'm only asking out of curiosity and haven't got a project specifically in mind for it.

    I'm guessing then that there's no low level way to treat the layout coordinates system in such a way that 0 and layout.width or height are equivalent, like you might with 0 and 360 when dealing with angles? Essentially saying, "topologically this layout doesn't exist on a flat plane, it's actually wrapped around a cylinder/donut".

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  • That's cool, just wanted to know if it was achievable

  • R0J0hound

    Do you know whether it is possible in principle to develop a plugin that would allow you to define a cylindrical or toroid layout/layer or are there limitations to how the layout system works that would prevent this?

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mekonbekon

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