deadeye's Forum Posts

  • Hehe, no problem

  • Did you add the texture file?

  • i don't like using timedelta, it messes with my need for perfectionism.

    Don't confuse the guy Quazi. TimeDelta is important unless you really, really know what you're doing. You're expert enough that you can work around it with advanced methods to get beyond it's limitations.

    But for the rest of us who aren't that advanced, and for about 95% of everything we would need to do, timeDelta is the way to do it. It's a very important tool to learn, and you really should learn it before you can safely gauge whether or not you will need it for any particular task.

    My advice to Azu:

    Set down your game for an hour or two and mess around with timeDelta in a fresh .cap. Move some boxes around. Make some timers. That sort of thing. Once you get used to thinking in pixels per second instead of pixels per tick, it's not so hard at all.

    And with your new mad skillz you will be one step closer to being a Construct Champ that gets all the ladies*

    *(Individual results may vary)

  • This is due to your order of events.

    In event 2, Level is equal to 1. One gets added to Level. Level now equals 2.

    In the next event, Level equals 2, because you changed it already in the previous event. So it meets the condition for "Level equal to 2" and the event triggers, which adds 1 to Level. Now it equals three.

    In the next event the same thing happens. And so on down the list until you hit six.

    So, you could do this a few different ways. The first is you could add another criteria to your conditions to keep them from triggering all in the same tick. I would make another variable called "switch" or something like that, that turns On when you click the button, and turns Off when you level up. That way you can check Switch in your conditions, and if it is Off, then the level-up action won't run. Like this:

    +On button clicked
      -> Set Switch On
        + Sprite Level = 1
        + Switch = On
          -> Level up
          -> Set Switch Off
        + Sprite Level = 2
        + Switch = On
          -> Level up
          -> Set Switch Off
    
    Etc.
    [/code:puxsx5mi]
    
    The second way you could do this is to reverse the order of your level code.  So it would look like this:
    
    [code:puxsx5mi]
    + On button clicked
      + Level = 5
        -> Set level to 6
      + Level = 4
        -> Set level to 5
    
    Etc.
    [/code:puxsx5mi]
    
    And finally, since it seems you are doing a really simple linear calculation to increase your levels, you could simply do this:
    
    [code:puxsx5mi]
    + On button clicked
      -> Add 1 to level
      -> Multiply Attack x 2
    [/code:puxsx5mi]
    
    And leave it at that.
  • You might want to ask Minor about this sort of thing. He's currently working on a game that does exactly this.

    You can see a video of it here in this thread:

    But I imagine it's rather complex, so I don't know how willing he is to divulge his work.

  • I don't see any Graphics-type objects (e.g. Sprite) in the insert object dialog.

    Halp. ;o;

    [edit]Here's a screenshot as proof: http://dl.dropbox.com/u/2982005/construct_classic_nogameobjects.png

    Are you sure you didn't pick "New Application" instead of "New DirectX Game" when you started your project?

  • It's not bad to use millisecond events. It only gets inaccurate if you're using a very small number of milliseconds, because your timed event might fall between ticks and won't get passed until the next tick.

    90% of the time it's such a tiny discrepancy that it won't visibly affect your game at all. But as a general rule I usually don't use anything less than about 50 milliseconds, unless you know without a doubt that it's not going to be an issue.

    Edit:

    For things like smooth motion and fading sprites and such, as tulamide was saying, it's a good idea to use timeDelta, yes. For things like machine guns spawning bullets, using Every X millisecond is fine, and if you have a small number of milliseconds then it's not going to affect your game too much.

  • Wouldn't timedelta make things slower?

    Azu.... come one man!

    You've been a member since 2007, I think it's time to learn what timeDelta does and how to use it

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  • I'm getting a 404. Just a heads up.

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  • We don't really do that either. Pretty much we only delete spam or hateful remarks.

    Just an FYI.

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  • I was insulted many times in chat! Did you do anything about it? NO! Did the fact that you were the one doing the insulting have anything to do with it? Maybe!

    That's because you're a terrible person. And you smell like old biscuits.

  • I merged your post into your old thread. There is no reason to make another. Just make a new post saying you have a new domain name and update your OP.