linkman2004's Forum Posts

  • What's the speed set at? If it's too high the bullets will skip right past things without colliding. 5 or 10 would probably be good speed values.

  • Wow... are they going to name their second kid Cloud?

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  • I think it would be useful for the line of sight behavior to have a range option. It would be helpful in the cases where you don't want an enemy to see you from all across the level. Of course, I'd think it would be even cooler if you could have a forward range and a backward range, basically so enemies could detect stuff farther in front of them than behind them. Any chance this could be added?

  • I really hope it's just them getting hacked, because I'd hate for Fileshack to go away. It's one of the best file hositing sites out there.

  • You are right, it should be zero. But the value it receives is not 1.2, it's much closer to zero: it's about 0.00000000000000012! See the e-016 in the end ! Actually, I was deceived by this in another situation. Is there a way to show small numbers without scientific notation?

    Ah, crazy! I didn't realize the 'e' stood for 'exponent'. Thanks for that. And I agree, there needs to be a way to show a smaller number. I can't seem to find one.

  • I'm not too sure, since I don't know much about sine, but I'm pretty sure that the sine function is returning the wrong values in some cases. For instance, it claims that the sine of 180 is(roughly) 1.2, instead of the 0 it should be. But it gets really weird when I make a sine wave, where it creates a perfect sine wave with no visible problems. I've got a .CAP that will give you the sine for the angle you input for as well as a button that will create a sine wave:

    Sine Calculator/Sine Wave

    Am I just stupid, or is it actually giving out the wrong sine values?

  • Are you sure the main event isn't just getting minimized? Because it seems like that's happened to me before.

  • 1. To get it to display in the text box, try something like objectname('variablename') for private variables, just replacing object name and variable names with... well, the object name and the variable name. Then for global variables, use global('variablename').

    2. Do this: object('variable') & "," & object('variable). The "&" will allow you to tack on extra parts to a string.

    Hope that helps.

  • LOL how did you accidentally leave a plasma object with 3 effects on it in there

    Um another way you can do this is to use the 'move at angle' if you want to avoid the sin and cos stuff.

    I'm glad he used sin/cos. It made me look up what it is, how it works, and helped me do something I couldn't figure out. So, thanks for that, Thommason.

  • You could probably add the amount of X/Y scrolling to the X/Y coordinates of the light. It should probably work.

  • No problem.

    For a timer, just a global variable for the timer. Then, for the on screen part, place a text object into your layout and always set it's text to the value of your timer variable.

  • Create a new layer above the main one and set the ScrollX and ScrollY rates on said layer to zero. Then you can put all of your interface/scoreboard elements on that layer and they will be displayed above the action and they will move with the screen when scrolling. Hope that helps.

  • 1. Do you mean like a global variable? Those can be accessed through the system object on the event sheet editor.

    2. I'm not quite sure what you mean here. Could you explain in a little more detail?

    3. You can't create a group of variables. You could probably suggest it on the feature request board.

    4. Use either the 'Compare Private Variable' event under your objects, or use the 'Compare' event under the System object which lets you compare any two things.

    Hope that helps.

  • The easiest one I could recomend would be either BlitzBasic or DarkBasic. Since both of them are based on BASIC, they're both fairly easy to grasp and it doesn't take much to pull together something simple with them, although it still requires programming.

  • I know this has been mentioned as a possibility before(just recently, actually), but I just wanted to make sure it doesn't fall off the radar. It would be nice if the platform objects pushed out in the direction it came from rather than straight up. It would greatly help for when an object with the physics movement(that's also solid) intersects it out of the blue and just pushes it straight to the top. Any chance this could be changed soon?