99Instances2Go's Forum Posts

  • I see that you talk about milliseconds.

    So ... Also .. C2 works as a sorta kinda sampling machine.

    At a steady 50 FPS the events run 50 times a second.

    Then the 'measuring' happens every 0.02 seconds. Or, you have a random uncertainty between zero and 0.04 seconds.

    At a steady 25 FPS (never happens, dt is always dancing) this is already 0.08 seconds.

    That means nothing in normal circumstances. It does when you want exact measuring, in milliseconds. I think it is impossible to compare devices in that 'quantised' range.

  • It seems like overall the measured time between taps is getting a bit higher than on the computer.

    So both my BPM-values the (real) one and the (average) one... gets misleading values.

    What FPS on them ? That is an important question because 'time' is dt corrected in c2, but to a point.

    There is a system action to set the 'minimum framerate'. That is default 30 fps. Drop below it, and dt is no longer updated, resulting in longer time measuring s.

    Better off with using the system expression wallclocktime.

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  • See this tut: https://www.scirra.com/tutorials/716/us ... ont-plugin

    (do a search on that page for 'escape the double')

  • Sprite > is on screen (invert the condition by right clicking on it)

    ________Sprite > destroy

  • There is a 'holding back' attitude in the question. I rather kick him to the future, then giving him the argument that he seeks to 'hold back'. There are to many that 'hold back'. And everyone needs that publishing experience. Rather flop on publishing with the first 'not that good game' then flop later when you gots that 'exellent game'. Hope you see what i mean. Do Nothing is worse then Failing. Failing is part of the game.

  • Local variable TheHighest

    Sprite>Pick highest

    _____Set highest to the highest instance value

    Sub ____ System > pick all

    _________ Sprite > Compare instance variable =? TheHighest

    _________System > compare 2 values ... Sprite.PickedCount =? 1

    ___________________actions run if there is only 1 TheHighest

    _________Else

    ___________________actions run if there is more then 1 TheHighest

  • Plz read https://www.scirra.com/manual/75/how-events-work

    The syntax perspective is pick, pick, pick pick & pick, run actions on picklist.

  • Question was

    "How do I determine my game is good enough to sell or is it only good for showcase?"

    Question was not

    "What do YOU think is a good game".

    Sales figures. I stay with my opinion.

    When then sales are good, the game is good enough to sell.

    When not, so what, try to improve or move on to better. At least you got some experience with selling and publishing. Very needed experience.

    Trust your friends to tell you if its good ? They have feelings.

    Trust a forum to ask if it is any good? Well personal i dont react to such a question when i think the game is shitty. It might not seem that way, but i hate to carry out a negative message to someone who's face i dont see, who's sweat i dont smell, who's handshake i never weighted.

  • Using size. Goes from height/width to zero. Cant allow negative numbers.

    https://www.dropbox.com/s/7gv0d9b2w1bag ... .capx?dl=0

    Using scale. Goes from 1 to zero. Cant allow negative numbers. (and a scale factor of 2 doubles the object)

    https://www.dropbox.com/s/iurucdduv7n6b ... .capx?dl=0

    Side read: about origins : https://www.scirra.com/manual/63/image-points

  • You dont pick the Sprite. You have to pick. Always.

    System > Pick all > backgroundabc

    System > Pick nth instance > backgroundabc ... 1

    Sprite > Compare X > 400

    Why pick all ? I wrote it there for the logic.

    Index, or the expression Sprite.IID, or 'nth' in the condition, or sprite(n).Expression ...... , all stand for the index in the picklist. Always does.

    If it is a root event, you dont need to explicitly use 'pick all', you can assume that they are all picked (like in in your case, when you dont explicitly pick em, you delete them all)

    This will not work as you intend. (to illustrate IID)

    Sprite > Compare X > 400 (picks all sprites with x > 400)

    System > Pick nth instance > Sprite ... 1 (pick the second sprite in that pick list, but that picklist is not containing all sprites anymore, just does with X > 400)

    Not sure though why you need IID.

    Sprite > Compare X > 400

    _____ destroy

    Should just do fine.

  • Would like to debug the project. Has me puzzled at this point.

    Do you trust me enough to PM me the project?

  • Then the origin is not in the middle.

  • Scale in 'set scale' is referencing to 'the virgin object'. A scale 1 means = the width & height of the virgin object (as see in the sprite editor). In your case 'vida.height-5' starts probably at 50 (or so), so 50 times the width & height of the virgin object. Yes you see a flash.

    Use 'Set size'.

  • Well 4get my previous (dumb) comments.

    Another (maybe dumb) question. I suppose that is not the complete event sheet. Do the other events in the sheet run (showing you results/partial results) before the loading/parsing is complete ?

    It can be partial, because 'on complete' is a trigger. A trigger interrupts, performs its actions/conditions, then the 'tick header' returns there were it was.