Asmodean's Forum Posts

  • [quote:3jkcwwpv] I came across another problem though i added animations for each action and they seem to argue with each other if i dont press into a specific direction. up,down,left,right, Exact.

    That problem is not so trivial, at least for me.

    I made a litte example:

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

    Hope that will help.

    Please feel free to ask if there are something you don't understand.

  • The original game is a game for 8 Bit Ataris. I got the permission from the developers to make a html5 version.

    Because of my non-existent skills in graphic and sound I made a 1:1 remake with the sound und graphic from the Atari version.

    The task in the game is to eliminate all robots in a level by deactivating their RGB components. To deactivate a component, shoot at the robot with a missile that has the color you want to deactivate. For example, to deactivate a red robot, shoot at him with a red missile; to deactivate a cyan robot, shoot at him with a blue missile and then a green missile (or vice versa); to deactivate a white robot, shoot at him with red, green and blue missiles consecutively in any order. You can change your missiles' color at the recalibrators or by picking up certain bonuses.

    Available color combinations:

    Cyan = Blue + Green

    Magenta = Red + Blue

    Yellow = Red + Green

    White = Red + Green + Blue

    Level 0 (Tutorial Level)

    Level 1 (part of)

    I made a little 3 Level Demo, but it's all still in early development.

    http://goo.gl/0sk482

    Controls:

    Arrow-Keys or D-Pad on Gamepad to move.

    Space or A-Button for Fire.

    To change the color on the recalibrator press the down key and fire to choose the color.

    Bonuses:

    (I) Invincible for 10 sec.

    (P) 5000 Points

    (E) Energy

    (T) extra Time 30 sec

  • If you use 8Direction, you don't have to do something special for diagonal movement.

    This works for me:

  • Works for me. Do you have the else and the compare condition in one event?

  • Make a subevent after the 'on click'-event, with an else branch.

    Mouse| On Left button clicked on Sprite ->

    ........System| A=1 -> System| Set A to 2

    ........Else

    ........System| A=2 -> System| Set A to 3

  • You could use the Bounding Box as border.

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

  • I think you might have a recursion on one of your functions.

  • Problem Description

    Audio action 'On Ended' doesn't trigger on Chrome. Only if I use Stop, it triggers.

    Attach a Capx

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

    Description of Capx

    Starts a sound with the tag 'endlevel'. Write "ended" on the screen after the sound stops.

    Steps to Reproduce Bug

    • choose Chrome in 'preview browser'
    • start preview

    Observed Result

    In Chrome 'On ended' doesn't trigger, so there is no text after the sound ended.

    Expected Result

    'On ended' triggers after end of sound.

    Affected Browsers

    • Chrome: (YES) Version 51.0.2704.106 m
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 7 SP 1

    Construct 2 Version ID

    R229

  • Make an animation with 9 Frames. Frame 0 no Bullet, frame 1 one bullet, frame 2 two bullets and so one.

    Now you can set easy the number of bullets with 'Sprite| Set animation frame to'

  • My idea for the difference between 'windowidth Evaluate' and 'windowidth Condition'. The 'windowidth Condition' uses short-circuit evaluation, the 'windowidth evaluate' the normal logical and operator.

    https://en.wikipedia.org/wiki/Short-circuit_evaluation

  • Lets say I need a number to be rounded to the nearest multiple of 5, 10, 32... etc

    Examples:

    Multiples of 5:

    0, 5, 10, 15, 20 ,25

    12 would = 10

    int(x/5)*5 that would be from your example int(12/5)*5 <-> int(12/5)*5 <-> int(2.4)*5 -> 2*5=10

    Try it yourself with a textbox:

    System| On start of layout -> Text| set text to int(12/5)*5

    [quote:1s4v1dec]

    Multiples of 10:

    0, 10, 20 , 30, 40

    16 would = 20

    int(x/10)*10

    [quote:1s4v1dec]

    Multiples of 32:

    0, 32, 64, 96, 128

    89 would = 96

    int(x/32)*32

    [quote:1s4v1dec]

    What about rounding up or down and not to nearest? As in:

    Rounding down to make 14 = 10 or

    Rounding up to make 11 = 15?

    floor(14/10)*10

    ceil(11/10)*10

    [quote:1s4v1dec]

    I am aware I may have to create a variable, just not sure if there is an expression for this already or if I have to take the number and put it in a formula.

    Also will Round(5.5) = 5 or 6?

    I have only read 5.4 = 5 and 5.6 = 6 in forum examples.

    I never read what would happen if it was in the exact middle.

    Does it just pick up or down randomly?

    Why have you tried it yourself?

    round(5.5) is 6

    [quote:1s4v1dec]

    How sensitive is Ceil and Floor?

    would floor(5.99999) still be 5?

    would ceil(5.00001) still be 5?

    Same here try it yourself.

    floor(5.99999) is 5

    ceil(5.00001) is 6

    That is what they are for.

  • I think that you could have a recursion in one of your functions. That can a cause for a stack overflow.

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  • Is this really only Spam or is this an attack against Scirra and the forum? I can't really see a reason to put Korean-Spam in an englisch speaking forum.

  • You have to set the size to the half in Object types properties, then it should work. If you enable/disable the sine behavior in the game and want that the object has the 'normal' size with sine-behavior disabled put 'set scale to 1' in start of Layout

  • I played a little while ago with Bézier curves using the DeCasteljau Algorithm

    http://cubic.org/docs/bezier.htm

    Maybe it's something useful for you:

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing