Magistross's Forum Posts

  • Actions are processed before the evaluation of the next event's condition occurs. So basically, your sprite is climbing all steps at once, because all events were executed since all conditions were true at the time they were evaluated.

    Usage of "else" statements would have prevented this, but key press are "trigger event". You could have used a combination of "key is down" and "trigger once" though...

  • Else is only valid if it's the first condition AND also only if the previous event is not a trigger.

    You could also just reverse the order of your events.

  • if (360 + Target.Angle - Player.Angle) % 360 > 180   .... CCW
    else                                                 .... CW

    Should work for any valid angles.

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  • Just replace the mouse condition "On Left Button Clicked" by the button condition "On clicked".

  • Memory editors, like Cheat Engine, are fairly easy to use. But a simple clever modification to your score variable could make the easy edits impossible. For example, you could store your score variable in a string concatenated with some junk characters. When you submit or display the score, just remove those extra characters.

    This would make the process of finding the actual memory address to hack almost impossible...

  • Haha ! It was nothing really ! <img src="smileys/smiley9.gif" border="0" align="middle" /> I could have just used abs() in the loops condition but I didn't like the idea of having index variables possibly taking negative values... <img src="smileys/smiley36.gif" border="0" align="middle" />

    Nice work with the engine, looking forward to seeing it in action !

  • Here's the capx with dt based movement.

  • Here's a capx with all directions covered. I'm using index manipulation and value permutation, not quite the same thing as zatyka but the end result is pratically the same !

  • If you want to use dt, don't change line 12-15. Change the lines that are affecting speed, namely lines 10 and 11. Also, change the loop condition "xLoopIndex <> 0" to "abs(xLoopIndex) > 1" (same thing for the y loop).

    I did those changes and everything runs fine ! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • First and foremost you should read the manual entry for the animation editor. Here it is.

  • pixel perfick : No need to apologize, we're all here to help each other ! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • pixel perfick : Yes, but every 10 seconds you restart the "counter" to 0, that's what I meant by not continous ! Let's say you do 50 points in the last 5 seconds of your fading timer, then 50 other points in the first 5 seconds of the next timer, the achievement won't unlock !

  • You need a way to remember every score you added throughout time, an array seems like a good solution, although some heavy manipulation are required.

    I created a small example to help you.

    pixel perfick

    Your solution is clever, but unfortunately, you are only checking for achievement completion in 10 seconds blocks, not continuously.

  • Interactions with the filesystem are very limited browser-side. I don't think there is any way to write directly into a file with no download dialog and what not...   <img src="smileys/smiley18.gif" border="0" align="middle" />

  • Hmm, I thought mhgames meant players would have limited time to accomplish certain things.

    Limiting actions by a real-world time delay could still be accomplished internally, but if the wait time can be done "offline" (e.g. growing crops in farmville <img src="smileys/smiley2.gif" border="0" align="middle" />), then yes, some syncing has to be done !