keepee's Forum Posts

  • Joannesalfa

    Didn't the dev of GDT just release a slightly different version of his game on the pirate bay, on release, on his own accord?

    That's how it got pirated so much..

    It's important to know that a pirated copy does not equate to a lost sale.. statistics like 90% of copies were pirated does not mean that all, if not any of those copies would have been an actual sale if the option to pirate was not there.

    In fact, if he hadn't put this modified version on tbp, and then made the article on piracy.. relatively much fewer people would have even heard of his game. The whole thing was to get publicity from other articles, which would lead to more actual sales.

  • If the fog is like a rectangular area (i have 'zones' in my game), you can for each fog/zone check that the players x coordinate is between the fogs left and right edge x, and then the same for Y.

    I used to do it with overlap, but with a bunch of objects than can move between all the zones, it could slow down.

    the downsides are that the condition is met only when the players origin passes into the fog, also you can't rotate the fog without .. maths

  • basic implementation

    preview, click anywhere

    capx

  • if you check out the technique used in the 'lighting' example inside program files>c2>examples

    you can replace that light sprite with a solid circle that starts bigger than the screen and then gets ever smaller

  • 7Soul

    after ordering by the variable ascending.. you can just put in a 'stop loop' action and it won't repeat for the others.

  • sounds like a pretty awkward problem, but you can find coordinates of objects' positions on any layer using layertocanvasX/Y and canvastolayerX/Y expressions.

    Unfortunately there is no direct LayertoLayerX/Y to make it easier, but it's a start at least.

    anyway, you'll see them listed in the expressions panel, and the manual will do a better job at explaining than me

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  • GeometriX

    fassFlash

    using round(random(4)) will give a slight bias to numbers 1,2,3

    for example to return 0, it needs to be between 0 and 0.5, but to return 1 it needs to be between 0.5 and 1.5.. which is more likely

    doing int(random(5)) will give the same chance for each number 0 to 4

  • VonKarma's cap worked for me, it did not fall.

    with this many joints, I think the results can vary with your cpu speed

  • that's what i meant by this:

    as long as you only run that action when the player is heard or seen it should work..

    as long as the action to find the path to player.x/player.y is only run when the player is heard or seen.. aka not every tick

  • if you create an event with the condition:

    +mouse|on left button clicked on object

    then using 'object.pickedcount' in the action of the same event will return the amount of objects the mouse was over

  • won't it just be 'find path to player.x, player.y' ?

    as long as you only run that action when the player is heard or seen it should work..

    if you want to create a more complex behaviour though, for example after the enemy arrives at the point, for it to search around that area... you'll probably want to store the player.x/y to variables like:

    enemy.lastSeenX

    enemy.lastSeenY

    that could act like a kind of anchor point for a search area

  • the pathfinding nodes are positioned at the top left of the cells.. so the enemy will navigate on the lines rather than the gaps.

    one solution could be nudging everything in the layout up and to the left 16 pixels.. then it will look like thee nodes are positioned in the centre of cells on your tiled background.

    i set the cell size to 32 aswell and it seems to be go through the door ok without clipping.

    i dont often use pathfinding though, so there's probably a better way to fix this. without having your whole layout constantly offset

  • ah i noticed that.. but I thought it was an intentional 'bumping out' of the textures..

    if you are using just plain black sprites, you can stretch a single one out to cover the whole wall along the top. Saves on time and objects

    just make sure you have sampling set to 'point' to keep it crisp .. if its still blurry try cloning the object, move all the events to the new one and delete the old one.

  • Link to .capx file (required!):

    https://dl.dropboxusercontent.com/u/53374990/C2%20Cap%20uploads/variable%20scope%20change%20crash/02.capx

    Steps to reproduce:

    it's explained inside the event sheet

    1. drag variable out of its local scope

    2. edit action

    3.

    Observed result:

    crash

    Expected result:

    Browsers affected:

    Chrome: yes/no

    Firefox: yes/no

    Internet Explorer: yes/no

    Operating system & service pack:

    windows 7 64bit

    Construct 2 version:

        r127

  • I tested in chrome and FF and i can't see the white gaps across the top

    I can see them slightly in the editor though, but 'view grid' was enabled and the grid has light and dark pixels.

    a few other things though..

    If you put one of the wall blocks on their own a bit lower, and zoom very close.. you can see that it is not totally flush with the black lines of the tiled background along the top and left edges

    you should make the tiled backgrounds hotspot top left.. it works okay at sizes that are multiples of the grid*2, like the size of the window, but if it was any other size you would have alignment problems.

    also setting the sampling mode to point means you can do things like have solid colour 2x2 sprite and stretch it to any size whilst retaining the hard pixel edges