CodeMasterMike's Forum Posts

  • pthousand

    Try the expression "Seconds" or the "SingleSeconds" if you only want to display seconds.

    There is no expression that is called "TimeManager.SS("Countdown")", therefor it doesn't get accepted.

  • LintuSotaRauha and everyone else!

    I have released a new update, and the latest version is now v1.09!

    In this update I added a function and made some minor issue fixes, which you can

    read about below.

    Calculate counter

    With this function you can add or subtract a value (in milliseconds) to a existing

    counter! So if you need to add some bonus time or punish by removing some time when the game is active and in realtime, now it is possible!

    Fixes

    Fixed where the TimeCountUpWithStartValue-function did not work properly. It should work as intended now.

    Fixed where MMSS (Minutes and seconds) and SSMM (Seconds and milliseconds) were mixed up, rendering the MMSS showing seconds and milliseconds and SSMM showing minutes and seconds.

    I hope this update will be of big use for all of you who uses this plugin. To get the whole change list and more information, go to the top original post and get the new update now!

    Original post

    Thank you everyone for your feedback, suggestions and support! <img src="smileys/smiley1.gif" border="0" align="middle">

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  • friendlyduck

    As far as the screenshot goes, there doesn't seem to be anything wrong.

    Maybe you are clearing out the text box later on, or anything like that.

    It's nearly impossible to guess without any example where you get that issue.

    I haven't had any problems doing as you do in the screenshot.

    So either you have done something wrong that you can't see in the screenshot, or you will have to post a example.

  • LintuSotaRauha

    first of all i recommend you to use the plugin instead of the old tutorial version. the plugin is much easier and faster to use.

    if i really understand your issue, you need to take the current time value that you have, and add your points to that and restart the counter with the new time value.

    at the moment i cant add a add/subtract function to the plugin beacuse i dont have time for it. and i wont have any time for the next several months either. but i will add it to the wishlist.

  • tecbug

    As with all plugins, you need to unzip the files and paste them into a folder under plugins. Then it will show up inside Construct 2.

  • Every instance has its own label, a string based name to tell them apart. And all triggers/behaviors are based to check on individual timers, the label name.

    So you do check on each individual instance, not on all of them at the same time.

  • Maybe my Time manager can do that for you?

    You can create how many timer instances as you want, and it has couple of triggers such as "Is counter paused?", "Is counter finished?", "Is counter running?", "Is counter stopped?" and "Check counter value".

    "Check counter value" trigger you can compare the current time/timer value if its equal, not equal, more or less than a given value.

    These events/triggers can maybe give you more enough timer behavior functionality that you need?

  • DirectCanvas is not released or working for Android at the moment. DirectCanvas is, at this time, only for iOS devices.

  • CodeMasterMike: He only wanted the "X" distance.

    Oh, I missed that part, sorry.

  • The "Distance" function will work fine too:

    distance(x1, y1, x2, y2)

    or in your case, something like this:

    distance(Object.X, Object.Y, Mouse.X, Mouse.Y)

  • You need to set the position for the newly spawned object.

    To make it simple; instead of using the spawn function, use the Create object function

    (Action: System -> General).

    These two functions do the same thing, but with the "Create Object" action you can set position and layer to where the object should be created.

  • Maybe something like this?:

    http://dl.dropbox.com/u/52716812/Projects/Tutorials/MoveArrowTowardsObject.capx

    Basically you move the arrow to the position of the object/monster in question, but clamp it to stay within a certain coordinates, in my case I use the window sizes.

    This should work since the coordinates are the same, regardless which layer you are on and if they are with or without paralax.

  • How much animatino do you have? The only animation I can see, is in the first level, when the character is throwing those things..

  • Very nice recap, thank you!

  • Quote from http://www.scirra.com/manual/134/performance-tips:

    Image formats (e.g. JPEG, PNG-8, PNG-32) affect the download size but have no effect on runtime performance (they are all decompressed to 32-bit bitmap on startup).

    Read the whole performance tips article, on how to keep a good fps.