alastair's Forum Posts

  • Thanks so much.

  • Thanks for the examples, I think I'm starting to understand how it will be useful for me.

  • I'm still trying to understand where to apply timedelta. Instead of having to apply it to so many things, can I just have an event which is "every millesecond" then have tons of events under that event as sub-events? Since the every [time] conditions are affected by timescale, can't I just put everything under an event like that?

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  • 1. To make position stop lagging: Swap your include event sheets around (make weapons appear after general). Because your weapons were positioning themselves (on old coordinates) before you set positions of the body in the general sheet.

    2. Don't know what you mean about them colliding itself, but I also don't think you should be using physics on bullets. Just use custom movement behaviour.

  • I hate it when games do that.

  • Trailer soon!

    I've kept you guys waiting quite a bit, so I've decided to start putting together a teaser trailer.

  • Interesting. Don't understand the stuff you added to the string with right click though?

  • I had an issue with sprites bluring at runtime (and text not being aliased), but when I changed to a proper display resolution it was all crisp and working as it should. If you're having issues only when sprites move, maybe try changing to point sampling, or make sure the sprites are always with integer positions?

  • La Roux is amazing.

  • How do you know?

  • Nice davio, I'm not as good at math can you show how to use the NormalRandom() thing for this 1-100 thing?

  • You could take the sqaure root of random number then round it, this will make lower numbers rarer, but you could minus that value from 100 so that higher values are rarer.

    100 - (round(random(10000)^0.5))

    or you could make it even harder to get 100

    100 - (round(random(1000000)^0.33))

    That works for me, don't know if thats the best way to do it though.

    Here's a cap showing the numbers.

  • - The Project bar buttons on the bottom-right (Project, Animator, Layers) are currently perfectly placed to be covered by chat client popups, or other programs, which gets kind of annoying for entire SECONDS, maybe Construct 2 should make them be at the top?

    I lol'd.

  • Having an event that creates a bucketfull of hashtable keys when the game starts isn't going to slow down the game too much, is it?

    I doubt it will affect performance much at all.

  • Here is the file with some changes I made. I think it's what you meant.

    http://dl.dropbox.com/u/1024727/invtest.zip

    Some things:

    1. I think you did your key names wrong. You're writing:

    [quote:2hxllpjk]HashTable2("Gem")

    when it should be just:

    [quote:2hxllpjk]"Gem"

    2. Not sure why you're using both the ini and hashtable, so I removed the ini file and kept the hashtable.

    3. The reason your text wasn't listing items, is because on your "for each key" thing - you're changing the text instead of adding to it. So I had to put the text + new text.

    4. When including values in strings you need to wrap them with str( ), you forgot to do that for the right text box. Since you can't add values and strings together.

    5. I made it save the file when ever you add 1 to gem/sword. However you could just make it save when the player saves the game or before they quit.

    6. Unfortunately, you have to insert keys before you can add to them. So, you could either insert them all at the start of the level, or you could insert them before you add to them. In my example, I just put the insert "sword" with 0, before I added it, this way it creates it then adds to it if it didn't exist (the "insert key" thing is ignored if the key already exists).