99Instances2Go's Forum Posts

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  • I have nothing to add to this:

    https://www.scirra.com/tutorials/307/ar ... -beginners

    at this point.

  • That is in the FIRST tutorial explained. The most basic of basic tutorials.

    https://www.scirra.com/tutorials/top

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  • Set to 1 - (1/range * distance)

    If you want no damping at (range) 100 pixels. Its 1 - (1/100 * 100) = 0

    at a distance of 50 it is 1 - (1/100 * 50) = 0.5

    at zero distance it is 1 - (1/100 * 0) = 1

    This is ofcours linear.

    Most natural things are logaritmic. Or.

    1 - ((1/range)^2 * (distance)^2) (i think)

  • Ofcours. And besides that. Your question is: How do i recreate all sprites after reopening the game exactly the same as the moment that i (previous) left the game.

  • Okay, why dont you do that ?

    Use a family for all your objects. Make an array.

    Give each object an instance variable containing its name.

    Loop trough the famely, store the 'name' on the x axis, and all other things like X,Y,heigh, width, variables, x speed, y speed, everything on the y axis.

    Store that array in the local storage.

    Retreive it. Make a loop on the x axis.

    If value on the x axis = name ... create a certain object and give it all things back that you stored on the y axis

    That is a lot of work. And, basecaly you make then you own system load/save. I dont understand why one would/should have to, if its allready there.

    Oh, it changes when you save your project. The op sounded like it happened when using the save action in events when the game is running.

    I've never encountered this, but I think it would be useful to report as a bug even without a capx.

    I have read about those things a lot. I said 'things', i did not use the word 'bug'.

    The latest person who was stuck with this, you find here:

    So, that is a known issue.

    I again i want to state that this is not a bug. It just happens that you corrupt the local store because you try and error on it to much while developping the game. Or, you get things differend then you have set them in the next version of the code. An 'if exist' does not know if its a string or a integer, by example. This wil not reach out, because every user will start with a fresh Local Storage. Althaught i think that you have to be carefull when you upgrade a game. Again, this a result of a coding style, and not beeing carefull.

    And yes, i interpreted the op as about the local storage. Now i know it is not, i can move on.

  • for "loop" 0 to object.count - 1

    set aray(loopindex("loop")) to object(loopindex("loop")).X

    or

    for "loop" 0 to object.count - 1

    pick object by nth (loopindex("loop"))

    set aray(loopindex("loop")) to object.X

    Eventualy you can make a previous pick above the loop.

    like: pick objects who's instance variable is 1

    then it runs only trough those objects

  • Okay, so I need to run a loop to create an animated sprite for each of the tiles of a specific ID? I'm not really sure how to go about doing this.

    So, do you like that x&y loop in that capx ?

  • That is not nessesarely true. You can exclude objects from beeing saved by the 'no save' behaviour.

  • Do you have a game to go with it ?

    https://

    drive.google.com/open?id=0B1SSuCVV8v74SnBseHRpUXRfSEU

  • Upscaling is in CC not differend then in C2. Plz prove me wrong.

    If only Performance counts (and you prefer blurry), big sprites use memory, scaling will use a just little cpu, and a almost no gpu. So i suggest you use sprites with a widht of 1 pixel and a heigh of 1 pixel, upscaling them to any proporties.