99Instances2Go's Forum Posts

  • R0J0hound

    Knowing the real dt is helpfull to state the problem. But it does not solve it. You cant inject it in the behavours, you cant alter the time triggers.

    But, you can use it to timescale the system, as in this capX. No plugins in that one.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74dDhld0cwSzhBNlE

    Now everything depending on time is correct, including dt and the time expressions. That also answers fm4fanAT question.

    Your math is way better then mine. You probaly know how to optimize this much better. But i think this is the correct workarround if time is very importand in a game with heavy ticks.

  • R0J0hound

    I can only disagree, sorry.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74MkdPWUlLWWNqRnM

    Behaviors are dt corrected.

    All time triggers are dt corrected.

    Wich is awesome.

    But.

    Time and its expression is also dt corrected. That is the only conclusion i can make, bit i am a nut. Still, look at the capX.

    dt is the Time, in seconds, since the last tick. To calculate this, dt is using Time. But because Time is also dt corrected, dt gets smaller and smaller with heavy ticks, and Time and its expression gets slower and slower.

    I can (i probaly am) be wrong in the explination.

    Yet, i think dt should be calculated with the wall clock. And that is for sure not the case.

    Time has to be dt correlated, else we can have no pauzing game. But with a right calculated dt, that should be no problem.

  • I had troubles with your capX. Its like the frames did't get refreshed. I have no idea why.

    I hope someone will solve that for me.

    So i made a totaly new capX. Since your question is about the timer, that should be no prob.

    Here goes:

    https://

    drive.google.com/open?id=0B1SSuCVV8v74a3lWZEpWQ0tPM1k

    The secret is this: never burry triggers deep down in events. They trigger, no matter the conditions. And you lose control.

  • A bit/kinda/sorta like this:

    https://

    drive.google.com/open?id=0B1SSuCVV8v74c2kwQmVtbXNLYWs

    Buggy as hell and Just 4u to visualize.

    And i meant a Dictonary alike system object holding ALL the Selected Objects List, with preconfigured filters. Not 'library'. Mea Culpa. I apologize for that.

    Run in debug to watch the Dictionary. Its the Dictonary that tells the story.

    (and now i speak directly to you, thx for all the things i learned from you)

  • First you need the complete 'tech-tree' on paper. I suggest you start there. Then make a layout with the complete tech-tree with the right sprites. Ordered in nodes. They easyst will be in way that each parent has only two childs. Now you have a visual tree to walk thru with conditions based on instance variables. If you really want to do whats in the video, then you stand for a huge amount of work.

  • Hope i am allowed to steal this post to propose an other idea. I would like to have a system object in the form of a library holding the Selected Object List. Yes a library with no duplicate keys allowed. This object (a special library object) would be possible to add to the layout more then one time. The object should have 3 properties.

    1/ key: a dropdown list with usefull keys. As IID, UID, etc. (no duplicates allowed)

    2/ value: a dropdown list with usefull values. As IID, name, UID, instance variable,x,y,w,h, .... even none

    3/ filter: all objects, certain object, all but a certain object.

    Conditions as in the existing library object,

    actions as in the existing libray, except the actions that change keys/values. Plus actions like:

    • Is a key changed.
    • Is a value changed
    • Is count changed

    Just a wild idea.

  • Pretty ! Sir.

  • Most limits i notice are limited graphics skills. Second most limiting i notice is the limited will to read the free manual, to follow the free tutorials and to watch the free youtube channels. I'm not a good salesman.

  • Show the events ? Preferable in a .CapX.

  • First: look at the collision polygones. I changed them all to be isometric. Meaning, they only have to match the floor. After that all is easy. You do not need all the ghost objects no more.

    Secondly: The easy solution is always the same. Remember the objects coordinates. Move the object. Is the move illegal? ... then move it back to where it came from.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74NzdvTGRRZXBGZ1U

  • rexrainbow released plugins to help you with that.

    like:

    forum/plugin-isometric-z-ordering-based-on-y_t64466

  • Assuming 'Platform' is the name of your platform object, the last one should be Platform(Platform.count - 1). You can pick it this way, and make it spawn at an offset. If you use a tilemap, i have to think some longer. Its very handy if you make a .Cap with the basics covering your question, so someone can alter it for you.

  • Workarround = use System > "compare 2 values" and use the expression for the instance variable.

    Seems to work here.

    I finaly caught up.

  • May i suggest the 3D Dictionary plugin by Kevin Khantzis ? It is heaven to work with.

    forum/plugin-storage-3d-dictionary_t125861

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  • Of course if u just want 'z' to be the jump key. Use the custom keys. And avoid a mess by taking control of them all.