Alyra Games's Forum Posts

  • Thanks for clearing this up. I'll find a way around this.

  • Oh ok. Good to know.

    Thank you for your effort.

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  • Hello.

    I use an 2D array to store probabilities.

    Lets say the first Y row represents the chances a character has to die from several death causes.

    X1 is the chance to die from hearth attacks. X2 is the chance to starve. X3 the chance from being hit by an asteroid.

    I now have to check which of the probabilities do occur... or maybe non of them occur.

    How can I now check by which cause the character dies (if he even dies)? I need to put these probabilities in If conditions depending on each other.

    Lets assume X1=35% , X2=60%, X3=80%.

    Do I have to sum each probabilities?

    100%-35%=65%

    100%-60%=40%

    100%-80%=20%

    175% / 125% chance to die.

    Thanks in advance!

    I hope you know what I mean. It is hard to describe.

  • Every tick:

    if pacman is facing up - set pacman Y position to pacman.Y-1

    if pacman is facing down - set pacman Y position to pacman.Y+1

    if pacman is facing left - set pacman X position to pacman.Y-1

    if pacman is facing right - set pacman X position to pacman.Y+1

    But I have not tested it. You also have to check if there are obstacles in the way before pacman moves.

    You best use a 2D array. In that array every X value represents a day and every Y value the month.

  • Button/Sprite - on push

    • if doublejump is 0 - set doublejump to 30
    • else "perform doublejump (insert your doublejump code here)"

    Every step

    Substract from doublejump variable 1*dt

    With this code the user has 30 frames (or 0.5 Seconds) time to perform a double jump by tapping the button/sprite again.

    Okay you never had a girlfriend, right? Otherwise you'd know that a woman does not forget when she has her period. At least I don't know a single woman who does not know about this.

  • You can create the wrap effect manually. If an object leaves the layout set its x and y to the opposite of the layout where it leaved it.

  • This is easy. Try this:

    system condition: "Pick random instance" (bush)

    Chao command: "set position to another object" (bush)

    Than you only need to add the move to object command.

  • So you say constructs speech recognition is an useless feature...? I'm even foreign and I have no problems using the speech recognition. Also there aren't complex sentences in my game. I think everyone can say, for example, ,,go to the tree". Additionally I will add speechless controls.

    But this censoreship bothers me.

  • No solutions? =(

  • So does this mean using multiple event sheets (as "scripts") does safe performance?

  • Does it work if you use the keyboard condition (on key up&right is down) and the simulate control (up&right) command?

  • Okay this makes sense, thank you.

    And if I only have one layout? Does it safe performance if I avoid giant blocks of code?

    For example if there is an "if statement" (if x=1) with 1000 lines of code in it. Does it take processing power to skip this huge "if statement" if x is not 1? Because if this is true, than using event sheets instead, whould also make sense.

  • Hey.

    Is there a way to remove the censorship of the speech recognition?

    For example if the user says "shit" the game only safes "s***" in the variable, leading in wrong results. It not only censores the text displayed but also the text safed in variables.

    If this is not possible I whould suggest it as a new feature. Toggle censorship in text displayed (instead of censoring variables or speech recognised). :>

    Thanks in advance.