Guif0DA's Forum Posts

  • OK changed Ubi's running speed (which makes the game feel a lot more insane). I did a speed run of Level 3 so let me know what you think of the way this feels over the original speed.

    And here is a sound test for the jumping and landing AND it features a look at the new Desert World (with the old speed)

    liked the speed run, i got some suggestions:

    didn't noticed if there anything that indicates there's a hidden cave.. should be a good idea to add a hint..

    also.. the AI of the enemies I think should be a little better.. enemies do more things.. u know?

  • sand ;)

  • Bonus usability hint: use choose(0,1,2) instead of round(random(3))

    why would choose be better than round(random)? isn't the same in this case?

    I also tried to compare choose(0,1) with a value and test if it trigger 50% of the times but it always trigger an action because the condition test the 2 options(0 and 1).

  • Ahem ... manual is here to help you !

    Second paragraph , just after general sub-title !

    Apparently you did not even read what I wrote because your answer has nothing to do with my question.

  • Hello

    Today I was thinking if it was possible to compare a random value in a conditino without first setting a random value to a variable..

    normally I first add a condition that adds a random value to a variable, like random(3) (this can be 0, 1 or 2)

    then I add another condition that compare this variable result with another value of my choice and depending of the choice, a different action will be performed.

    but, is it possible to jump the part of adding a random value to a variable and instead compare directly in the condition? example:

    <CONDITION>

    SYSTEM - round(random(3)) = 2

    SYSTEM - trigger once

    <ACTION>

    set Text1.Text "It works"

    else

    set Text1.Text "Oops"

    right now if I do that, the condition will test all the possibilities of the random expression and so will always trigger the action setting the text to "It works". My question is if there is a way that the condition will only try 1 value of the random expression and then stop.

  • the graphic style are pretty good!

    but the game need some more work in the gameplay..

    can I shoot in other directions like up down, diagonal? If not, would be a good idea

  • Ashley

    Well as I said games that are time-based and doesn't use a lot of movements, many static sprites, etc. Games that you need to make sure the time is exact for everyone.. that depend's on the game type.. in my case for example I think that would be welcome.

    Another thing, how to solve the problem to make the game keep always running? Because when the windows lose focus the game stop. Would be good if there was an option to allow the game always run..

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  • Hmm.. you gave a good idea, check if the player runs above 10FPS, if not, the game is closed, or something like that.

    might try that.

    Still, I think it is a nice idea to add the option, so it's the developer choice if he want to allow DT to become higher than 0.1 or not. For games that doesn't involve movements and are time-based with static sprites that would be very welcome.

    I don't know if it would be hard to you to add that option, if it's an easy thing to implement, then why not?

    thanks ;)

  • loved it! also the music is awesome haha

  • I don't have a mobile to test this.

    But wouldn't the use of the condition "every X seconds" still work in that case ?

    If you want your turn to be 30 seconds long, use a "Every 30 seconds" event.

    At worst try "Every 1 second" to add 1 to a global variable. When its value is equal 30, you have your 30 seconds. (or whatever time you want/need)

    Once again I can't test this by myself to see if a "bloated" mobile acts as I would expect or as you described.

    You could also use your own manual dt, testing the FPS value each tick, and "creating" your own dt variable to add to the timer.

    There are some workarounds possible I hope.

    Ashley, your thoughts ?

    Nope it wont work because the game will run in 'slow motion' below 10FPS, so if you use an action like every 10 seconds, it will trigger after more than 10 seconds because the dt can't get bigger than 0.1(10FPS)

    Please take a look at the link I sent above that explains the minimum framerate and you will understand ;)

    You also suggested to use every 1 second to add 1 value to a global variable. Also that won't work because it wont trigger at 1 second the action, because the game is running in slowmotion the action will trigger after more than 1 second and then the global variable wont increase every second.

    Hope you understand ;)

  • that's good news, also I saw that IE for X360 going to support HTML5 too, hope it have webgl support, if so, can't wait to preview my games in my TV xD

  • 30 seconds is 30 seconds, how lowering FPS would impact on that ?

    Instead your player would just have less effective time (frames) to perform its actions.

    That's the interest of dt, to make up for the difference of FPS between computers.

    construct.net/en

    read the part of 'Minimum framerate' ;)

    you can also test for yourself, if you have a mobile that isn't powerful enough you can preview your game on the mobile and if it runs below 10fps then the time will take longer to complete a 'real' 30 seconds.

  • Hey

    As the title says, would be good if there was an option in project properties that you could allow C2 to let dt get larger than 0.1 (below 10FPS)

    This is important to games that you don't want to ppl cheat by lowering their overall FPS and make the game run slow for a specific purpose, in my case my game have player turns, so let's say the turn have 30 seconds and someone with a very low fps like 5 is playing, their turn will have more than 30 seconds, would be unfair.

    Again, my suggestion is only to add the option, if the developer want to activate it then he may have the choice.

  • whoa... nice movement

  • That's strange, tryed to reinstall the program?