gumshoe2029's Forum Posts

  • str(42)

    Or conversely:

    int("42")

  • You will have to do some kind of second-based (or tick-based) comparison scheme, comparing the previous plane position to the current plane position.

    Like:

    Every 1.0 seconds:

    Set previousPlaneX = plane.X

    Every tick:

    if abs(plane.X - previousPlaneX) > 10

    Set plane.Y to plane.Y + 10

    That way the faster your plane moves across the screen (analogous to airspeed) the more lift it produces. Each second it will update the "previous" position and every tick it will compare it to the current position.

    Chances are this exact scheme will be jerky at the exact instances in time when previousPlaneX = plane.X, so you will probably have to massage this scheme some to smooth it out.

  • You can use Array.Download to load JSON directly from a project file.

  • RexBoard & SquareTx or HexTx

  • The "Trigger Once" event has (something like) a 10-second reset period. If your events are triggering faster than 10-seconds per event, only the first one will trigger.

  • doh... I wish I had found this before I made one of my own for rex_date...

  • gumshoe2029 How does that work with caching? Is there any?

    Sorry for the late reply. My scheme listed above just loads images upon entering a new layout, so that I do not have C2 load them all at the beginning. I use 1px x 1px placer images for placeholders, then just dynamically resize and place.

    There is no server-side caching this way, other than what the browser does anyway.

  • That means that the plugin needs to be updated to account for changes in the Construct client between r160 and r195.

  • Yea, you have a server tied either to a file set or a database. Players' accounts are saved request to request by using HTTP sessions on the server of your choice.

    You can use Amazon Web Services to setup a free EC2 virtual server hosted on their network for a year.

    http://aws.amazon.com/

  • Welcome to asynchronous JavaScript. I had to learn this the hard way too.

    You can combat this using flags, like local or instance variables called: "isLoaded".

  • I don't see how you can escape a server. The very basis of Construct is HTML games, which implies a web server to run your HTML files on. I guess I am a little confused by your skittishness with servers.

    The server is the only safe place where you can do any kind of state tracking. The client only exists to display whatever the server tells it to. You cannot really run an HTML game apart from a server.

    State tracking server-side is done by sessions, like this: http://machinesaredigging.com/2013/10/2 ... sion-work/

  • Yea, we have something similar.

    Make each of objects "Drag & Drop" behaviored, and if you need assign an additional instance variable flag for "locked" status (if you want them to be approximately droppable). Then if locked=1 set sprite x,y to the box x,y. You will have to do a check to see if the mouse cursor is over a "box" sprite (assuming you are using sprites for individual boxes), in order to cause the tool to jump to the box slot.

    I am kind of newbish too, so don't take what I say as gospel, lolol. I am a server programmer foisted -- somewhat unwillingly -- into Construct.

  • They all use servers. Otherwise you are throwing your customers (or yourself) under the cybersecurity bus by letting people steal their data (or letting them manipulate yours; like giving themselves free credits).

  • I have a galaxy generation algorithm that outputs 10,000+ stars with planets etc.

    [attachment=0:13htk0al][/attachment:13htk0al]

    It is all in the math that you use. We store all of our information in JSON flat file, load via AJAX, parse with RexRainbow's Hash plugin.

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  • I read your original post and skipped the next five pages.

    Based on what I believe I understand that you are trying to do (since it sounds similar to something we will be doing soon), we have item_id "Instance Variable" that is set during the initial creation loop and identifies the specific object on mouse over. That way, specific frame ID's can be stored locally on the sprite instance, rather than in a correlation array or hash (as we used to do).

    When we mouse over the object, I pull the item_id then use that to set the frame of the object being created to drag and drop.

    This is kind of a different paradigm than what you were pursuing though.