IHate211's Forum Posts

    Same problem I'm on r269 I was on the r259 worked like a charm, now I get crashes most of the times when using alt+tab.

  • I don't quite understand why some things are overdone on my eyes on this expressions like the frequencybin.

    Anyway I was curious too about how to achieve this effect and I modified it to have that wave look I think you were looking for, as it is the steps are too big and it doesn't look that pleasant.

    Capx:

    https://www.dropbox.com/s/3bleznaixtlvlot/Audio%20Spectrum%20Effect.capx?dl=0

    Also I find quite annoying that fadeout end when the bar moves just a little big in the end, I would like to make it sharper, I wonder if changing the size instead of moving the whole object makes it better, I wonder too why they made it so it moves the whole thing instead of resizing must be a performance choice. On a second thought it may be my screen not been able to refresh fast enough altho construct is capped at 60fps, because I cant get to screenshot the fade effect.

    Edit:

    Upon further inspection what I did has too little variation between frequencies, so if you want to make something as selective as in the video you may have that when a low sound happen it blow on one corner and the others go down you need to find the start and end frequency just like the guy on the video said it's different for every song it you want it to look as smooth as in the video, otherwise you can use have been done before, which is just a display of all the frequencies divided between the bars.

  • dop2000 Thanks for the help again. But I had already achieved this although throught less orthodox meanings but I learned a new trick from yor capx using dt on lerp.

    What I wanted to achieve was an arc of degrees the cursor can't surpass

    something like this:

    I used clamp on my capx to achieve this, I'm trying to add the clamp into the anglelerp expression you did, but I must be doing something wrong because it's not working this time. I tried different combinations, but it always retrieve only 1 of the values so the cursor is always looking in 1 direction.

    EDIT:

    I got it done but I would appreciate if you checked it and told me if you see something funny going on. I rotated the sprite and compensated the expressions adding degrees manually (that's the only way I could make it work)

    https://www.dropbox.com/s/rraagxkmfwkvd2j/Cursor_Drag_Clamp.capx?dl=0

  • I've been trying to make this cursor look like it's getting dragged to the mouse location. But I can't get the small details done properly

    The idea is that moving the mouse drags the base of the cursor adjusting the angle and once the cursor arrives to the new location it starts to adjust again to the default orientation.

    I got the movement and angle done but I'm having trouble about when to trigger the events for the idle orientation.

    Also I would like the angle to be determine by the distance. As it is I delimited a range of degrees for the sprite to rotate, but moving on the same or close "Y" as the sprite will make the sprite to rotate to it's maximum range even if you only moved 1px on "X" so the chunky motion looks bad.

    Here's the capx:

    https://www.dropbox.com/s/mkxh3kk3lkziw3e/Cursor_Drag.capx?dl=0

  • I was making my options menu to configure keys when I realised that I don't know how to feed this buttons inputs to construct. Is there anyway of doing so?

    It's not a big deal but I would be nice.

  • It's a Harvest moon kind of game with more RPG elements, but revolves a lot around the characters and the conversations with branched dialogues, etc.

    xml and the likes are the way to go in my opinion if you have a dialogue heavy driven game. You can manage what line is been displayed, add extra information into file to add: commands, activate cutscenes, etc. I don't think it's that hard to learn, I started half a year ago as I said and I started from zero with no previous knowledge of any: Regex, Tokenat, xml,arrays, etc. But I got there studying the "Dialogue of Lazy People capx" and I think it's the best way to tackle the task or at least the best one I know of. And once you learn it you will appreciate having developed the system for its flexibility even if it's for a small game with some dialogues, I think it's still worth it. And if you want to make another game you can reuse the whole system instead of placing manually every dialogue like you would had otherwise.

  • I started using construct half a year ago and while looking how to implement a dialogue system I found this:

    https://www.scirra.com/arcade/other-games/dialogue-box-for-lazy-people-8915

    But I have modified some stuff to make it more flexible for example commands with a start and an end to create animated text on selected words or sentences. It's all based on a xml file so it's easy to change or translate. But I've read people saying that they have used arrays to manage their dialogues.

  • Yes, I missed that one I'd been looking at it for so long that while trying to simplify it I overlooked that. But the original problem was with the instance variables.

    I've redone the way the items update, so once every single add functions has finished it updates only once instead of once per add function. I think it's also better practice performance wise. I also learnt about the browser log so thanks for not giving up on me xd.

    I read about wait on "loops" using loopindex so I'm playing with that now.

  • I’m reposting this because the Forum didn’t display the image and the post didn’t appear s the last post on the topic. Sorry

    Unfortunately it seems that the issue is not with picking instances. I further simplified the code but it acts the same:

    I'm really lost right now I don't understand anything. What am I missing?

    https://www.dropbox.com/s/i65uh9hjuwask9n/Debugging_Update_Problem_Small.capx?dl=0

    Ashley Is there anything special going on here?

    TLR: why does the final action performs 3 times even though the functions are called twice.

  • What do you mean you don't understand my code is it that bad?

    you better not see the original functions then xd

    I'll have to have a look that browser log since you cant use breaks on triggers or loops I've been updating a textbox placed where I think the problem is.

    I may try the array flag but it does have to be inside of the array right? it can't be an instance variable because it'll be the same as with the item?

    Here's another case I have this debug menu where I can select multiple items and set an amount once the amount is set calls a function with a loop.

    which calls the "add" function every time one of the counters variable is more than 0. This add function calls the update function as in the previous example, and it does the same conditions, so in this case is there anyway other than the array flag to delay the trigger of the next condition in the loop? I read people use every X seconds but since this is a trigger function I cant use that, right?.

    Maybe I should just use more local variables and arrays. If they update instantly instead of having to deal with this delays.

  • I don’t understand how this interaction between functions works.

    I’ve isolated this interaction from a much complex system of functions but the way it works on the original is:

    I add items to an array with a function but it can only add 1 kind of item at a time. So when I want to add multiple types of items I call for multiple functions with different parameters. At the end of this function calls an “Update” function that creates the objects in game to display on the correspondent slot. And it worked great until I started polishing the number of actions per tick, etc.

    Then I realised that functions executed from a trigger start at the same time or that’s what I think… So they end up overlapping conditions and duplicating the number of objects to create.

    I realise I can fix this by adding a Wait action between “Add” functions. But I don’t quite understand triggers, functions, and wait when they all work together.

    For example sometimes a function that’s at the end of the action list after a condition, triggers before other actions even tho it’s placed at the very end, I usually fix this by using wait. But this generate other kind of problems that I haven’t tested yet but it appears that using wait on some functions erase the parameters so following event on that function won’t be able to use them.

    (but I’m not sure that is what it’s happening.)

    So my question is: What’s the best way to go about using this functions all at once? Should I place wait actions after every function call? Or Is there a better way?

    Here’s the capx and a screenshot:

    dropbox.com/s/4668ibs6wdgs3kt/Debugging_Update_Problem.capx

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks, I got it all working and I'm tweaking it at pleasure, it's just a bummer that construct can't make better use of regex because I think it's pretty useful and I'm liking it so far.

  • Thanks this is just what I wanted, you misplaced some characters but I got it to work properly:

    Edit:

    Although on a second thought I think I want to isolate just the content of the command ignoring the [command][/command] like in Dop2000's example

  • I wanted to try regex because it would let me do it in 1 line and I totally forgot about tokens, but this works fine thanks.

  • I want to isolate commands from a string I have multiple commands in the same string and thought that regex was the best choice to isolate them from a string:

    from:

    "Hello[command]function1[/command] how are you doing?[command]function2[/command]"

    to:

    index 1-"[command]function1[/command]"

    index 2-"[command]function2[/command]"

    Can someone tell how to achieve this result? I can't make it stop on the first command.