dop2000's Forum Posts

  • "startGame = wallclocktime" should only be executed once on start of the game (level), not on every pressed key.

    This formula is also incorrect:

    speedPerSecond= (totalHits) / (startGame)

    Change it to:

    speedPerSecond= (totalHits) / (wallclocktime-startGame)

  • Here is the easiest way to do it:

  • For Platform or 8-Direction object, disable standard controls.

    Use events like:

    Is key A down - > Player1 Simulate pressing Left

    Is key Left down - > Player2 Simulate pressing Left

    etc.

  • You can add all such sprites to a family.

    Then when you create a family object (using Create or Spawn action) - a random sprite member will be created.

  • It depends on the game.

    If, for example you want players to drag&drop tiles, then use a sprite at first.

    When the player drops the sprite to its location, you can destroy the sprite and modify the appearance of the tile at the TileMap.

  • Yes, you can display the speed in real time.

    speedPerSecond= (correctlyTypedCharacters) / (time-gameStartTime)

    speedPerMinute=speedPerSecond*60

    If you want round this number to two decimal places:

    speedPerMinute = round(speedPerMinute * 100) / 100

    I believe PPM refers to "Pages per minute" and it's used to measure performance of printers and photocopiers:)

  • And again you shared a demo instead of the event sheet...

    I modified my example, it now works with all keys except ' and /

    In firefox these keys invoke search function, so I would avoid using them in your game.

    https://www.dropbox.com/s/g06mg3tjulvlq ... .capx?dl=0

  • Wossi

    The player was falling through the platform because you were moving the platform with Sine behavior.

    What I'm suggesting is that you use Sine behavior only to calculate the value. And then use this value to move the platform with Physics action "Set velocity".

    Pin is also a non-physics behavior and you should avoid using it with physics objects.

  • You can use Physics->Set velocity

    It's almost the same as setting Bullet speed, only it works correctly with physics objects.

    For sine movement you can add Sine behavior, but select "Movement=Value only" in properties.

    Then on every tick do Physics->Set velocity to (Self.Sine.Value)

    Alternatively, you can move your platforms using forces, impulses, gravity, linear damping etc.

  • You can change Vector X and Vector Y.

    Here is the easiest (but not very good) way to slow down vertical speed:

    On every tick-> Character 8Direction Set Vector Y to (self.8direction.VectorY*0.9)

  • blackhornet

    Thanks! I spent a lot of time searching for this setting and finally decided that it must be a bug

  • You mean the "Add action" line is missing, as on this picture?

    I think it's a C2 bug, I've seen it in one of the projects.

    To add more than one action, you can copy the existing action, paste it several times with Ctrl-V and then change pasted actions.

    Or try creating a new Event sheet and move everything there.

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  • Couldn't the in-browser AJAX still be manipulated? (this is what I was talking about when I said I know some but not enough)

    Yes, AJAX can be manipulated. But without the correct hash key hackers will not be able to re-calculate the hash for modified data. And when you check the hash on the server, you'll know that the data has been tampered with.

    Of course you need to use the same key and hash algorithm in the game and on the server.

  • You can encrypt or hash the data you send.

    Here is the Hash plugin for C2:

  • You need to save the time when typing starts in a variable: gameStart=time

    When the last correct character is typed, you can calculate the speed:

    speed= (number of characters) / (time-gameStart)

    Multiply it by 60 to get characters per minute.

    If you need to count words per minute, this might be a little more complex.