mindfaQ's Forum Posts

  • easiest would probably be only using your event 35 and after the third action add

    * wait 1.0 sec

    * set bullet speed to 50

  • array for each x element

    array current value < my date:

    * set array at (array.curx, 0) = 0

    * set array at (array.curx, 1) = 0

    setting to 0 is not deleting, but I guess you know that ^^

  • I forgot to support minus numbers, so it could be this instead, probably:

    RegexMatchAt(str(yournumber),"-?(0|([1-9]\d*))(\.\d+)?","g",0)

  • You could also use regex:

    RegexMatchAt(str(yournumber),"\d*(\.\d{1,3})?","g",0)

    (yournumber is the variable containing your number). If you always want 3 digits at the end, you have to rewrite it.

  • GLaDOS from Portal 1+2

    Clementine from The Walking Dead

    Guybrush Threepwood from Monkey Island

    Sonic from the Sonic Games

    April from The Longest Journey

    Fate from Mirror's Edge

    Rock Man / Mega Man

    Dislike Mario and most of the other characters from the Mario Universe - so dull, boring and one dimensional.

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  • You should start with a well laid out category and/or tagging system right from the start, or older articles will be pretty much as well discoverable as old topics in this forum here.

  • is for you, then

    "You can also control effect's parameter with LiteTween if you use this behavior by rex_rainbow.

    Tween2Effect by rex_rainbow "

  • Lerp calculates like this:

    lerp(a, b, c) = c * (b - a) + a

    ashley posted something about lerping with dt:

    https://www.scirra.com/blog/ashley/17/u ... delta-time

  • At least one parameter in your lerp expression needs to change (so either vary the starting value (set it to the current value for example) or modulate the last value). The way you have set it up now, it will stay at 50.

  • you can save a whole array under one key in LS, by saving array.asjson (which you later can load into the array again by the load from json action)

  • Would make sense to cache the item data (including data) in an object like an array, and just patch in the changes to the local storage (for example you could easily do a delete in the array, then save the array as json to the local storage with no worry that you leave empty spaces).

  • If your game is mostly single player and not super popular, I would not worry too much about a small percentage of potential "hackers".

    [quote:2jmj9z9r]As far as actual data protection, anything on the server is safe.

    No data on a PC connected to the internet is safe per se.

  • The probably better option would be to extend on LittleStain's code would be:

    pick all objects - set animation to "plain"

    pick nearest object

    object's animation name <> (not equal) "shine" " - set animation to "shine"

    This way it only set's it to shine, if it's not already shining.

    You can even take it further and lower the amount of computation C2 has to do, considering most of the times the nearest object doesn't change (this would only do stuff, when another sprite becomes the nearest object):

    localvar = 0

    pick nearest object

    object's animation name <> (not equal) "shine":

    -- set object's animation to "shine"

    -- set localvar = object.UID

    *(subevent of this one) pick all objects

    object.animationname = "shine"

    object.UID <> (not equal) localvar: set animation to "plain"

  • People tend to leave transparent borders around their sprites because of aliasing at edges when rotating the objects, so that's probably where you've got used to that.