AllanR's Forum Posts

  • yeah, I have noticed a difference between mouse and a finger. The mouse generally seems to give less reliable results in terms of speed and angle, and different devices respond differently too.

  • you must have fast fingers!

    can you clamp it to a range that fits your requirements?

  • the clamp was supposed to be 4, not 5, because 100 / 20 = 5, and you wanted to limit it to 4.

    frame = clamp( floor( x / 20 ), 0, 4)

    edit: yeah, using min works too :)

  • modulus gives you the remainder after dividing. In this case you just want to divide.

    frame = clamp( floor( x / 20 ), 0, 4)

    (where x is 0 to 100, which is actually a range of 101. This breaks down to 0-19, 20-39, ... 80-100)

  • absolutely!

  • you can also use families to make groups, give the family an instance variable to associate them with a page to help with filtering.

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  • dont set bullet angle when keys are pressed on the keyboard. That will affect all bullets (and make them change direction).

    set the global variable to know which way NEW bullets shoot, but only set the bullet angle when you spawn the new bullet - it will be the only one selected at that time, so other bullets wont change direction.

  • put the map of a different layer, and set the layer to 0,0 parallax and 0 scale rate. Objects on that layer wont need to be anchored and will not be affected by changing the layout scale.

  • you need to use the & symbol to concatenate the two parts together

    MonsterName & "Looks great!"

  • I think they want the number rounded to 2 decimal places...

    round(COIN / 1000 * 100) / 100 & "K"

    and

    round(COIN / 1000000 * 100) / 100 & "M"

  • when you use scale outer the layout is extended to fill the screen, so the top left corner will not be 0,0

    you can use ViewportLeft(Layer#) to get the x coordinate of the left edge (probably will be a negitive number).

    ViewportRight(layer#) will give you the right edge.

    ViewportTop and ViewportBottom give the y coordinates.

  • I have also seen people make circular health bars / timers using masking, but that usually makes my head hurt, so here is a way using semi-circles and having the parts arranged so that it gives the effect you are looking for...

    one of the "elapsed" semi-circles is rotated, but since it starts at a lower z-order than the other side, it appears to grow from the top. When it gets half way, the "elapsed" pieces move up in z-order to continue the effect.

    You can set the global variable CountDuration to anything you want (in seconds), but I zeropad it to 2 digits so if you want more than 60 seconds you would have to fix that.

    https://www.rieperts.com/games/forum/CircularTimer.capx

  • ok, just tried lowering the jump strength to just enough to get up the step, then set it back to the regular strength and that does look better...

    https://www.rieperts.com/games/forum/PlatformStep2.c3p

  • yeah, I just move the player to a new position, so it isn't smooth. I didn't want to simulate pressing jump because that would make the player way over-shoot small steps. So, it may take temporarily setting the jump strength to a smaller amount or something like that.

  • this feature would be a great addition to the Platform behavior because it is way too easy to get stuck on edges that a slightly miss-aligned. I would vote for it if someone made the suggestion! :)

    well, I took a quick try at it...

    I made a sprite to check if the ground next to the player is less than "Step" pixels high, if so then move the player up...

    https://www.rieperts.com/games/forum/PlatformStep.c3p