mindfaQ's Forum Posts

  • Problem Description

    Proportions and Scrolling are not correct in fullscreen scaling off mode in Opera Developer 30.

    Attach a Capx

    https://copy.com/LExZ1imGnwNYOCvO

    Description of Capx

    Two sprites, 250x250 each roughly mark the edges of the 600x600 project/layout and when started automatically takes a screenshot

    Steps to Reproduce Bug

    • set some project window size
    • give the layout the same size
    • set fullscreen scaling to off
    • page zoom of the browser must be at something other than 100% when starting the preview

    Observed Result

    • displayed top left corner is not at 0,0 (according to the value of mouse.x and mouse.y)
    • scrolling to originalwindowwidth/2 and originalwindowheight/2 will not fix that
    • objects appear smaller than they are in the editor:

    Expected Result

    • top left corner should be at layout's 0,0, if not otherwise define
    • objects should not be scaled

    Affected Browsers

    • Chrome: (UNKNOWN, don't wanna install, maybe someone can help)
    • FireFox: (YES)
    • Internet Explorer: (YES (but here saving the screenshot via browser download didn't work for me))
    • Opera Developer 30: (YES)
    • NW.js (has no zoom level option I think)

    Operating System and Service Pack

    win 7 most recent updates

    Construct 2 Version ID

    beta r201

  • Only move one object and pin the other objects, that collided into it, to it. (pin behaviour)

  • I'll try to put out a cleaned up 100 event version that works with the free version of Construct 2. After that we'll see, I have not decided yet, since that then would probably involve some more reorganizing of event since limitations wouldn't matter anymore and I'm not sure if I have the time

  • Objects like sprites reappear as they are in the scirra editor, when you restart the layout / come back to the layout, as long as you don't give them the persist behavior or some kind of saving/loading.

    I think you're looking for the Persist behavior:

    www (dot) scirra.com/manual/161/persist

    No, persist would mean that if it is destroyed, it will stay destroyed, even if you restart the layout.

  • Guess you have to rely a bit on word by mouth, social networks, stuff like this, without getting annoying. Game market is oversaturated, especially little games with no big novelty in their playstyle.

    So think about what could catch people's attention. Art style is immediately visible. Humor can be good. Some people like going for high scores, competing with others, optimizing their play.

  • Actually it's the last instance in the for loop that sets the actions.

    What you need to do is not globally activate the groups (because then it will be the same for every family member in the end, since the last of the loops just decides what's active and what not). Simple advise: use an instance variable for that family, maybe call it "mode" and assign to it "look" "chase" "attack".

    Then in your chase events first pick family by comparison family.mode = "look", or whatever action you wanna do. This way only family members will be affected, that are in the correct mode.

  • Using wait and every x seconds like this is bound to cause problems ^^".

  • Code like this does not return false sometimes and sometimes true, when the values don't change. Go through your code again, you've probably made a mistake. Comparing a string like the way you want to has to work.

  • Are bullets getting destroyed, or do they pass through? Could be that the origin point or the collision polygon of the hunter is not as it should be (= collision wouldn't happen at the place where the image is).

  • Construct still seems a bit text/writing heavy for a 7 year old kid.

    Try out https://blockly-games.appspot.com

    Maze is good for understanding the basics flow of the program (that it runs from top to bottom) / loops / basic flow control.

  • Not necessarily. You can use arrays to store the information, just make sure that you don't sort that array, because it will screw up its structure, especially when it is a 3d array.

    Instead when you want to read the values for every player, that then you want to have sorted, you could use a loop like (in this examples 3 players):

    player 1 has a best time of 190 sec at level 9

    player 2 has best time of 200 sec at level 9

    player 3 has a best time of 150 sec at level 9

    level = 9

    timerank = 1

    set size sortarray (0,2,1)

    for 1 to 3:

    push to sortarray array.at(loopindex-1, level-1, timerank-1)

    set sortarray at (loopindex-1, 1) to "Player "&loopindex

    after that you can sort by x and end up with an array like:

    150, Player 3

    190, Player 1

    200, Player 2

    ... and can work with that.

    Of course you can also work with a dictionary and loops, this would reduce wasted space, as you won't have empty values. Keys could be named like "p1s1t2" (player 1, score 1, time 2) and you could use while loops to retrieve stuff, again top example:

    sortarray set size 0,2,1

    localvariable: counter = 1

    while

    dictionary has key "p"&str(counter)&"s"&str(level)&t&str(timerank) [you don't necessarily need the str(), construct is smart enough to auto-convert]

    counter < maxplayernumber [infinite loops should not be able to happen with this]:

    push sortarray dictionary.get("p"&str(counter)&"s"&str(level)&t&str(timerank))

    set sortarray at (counter-1, 1) to "Player "&counter

    counter +1

    sort by x again and you'll end up with the same again:

    150, Player 3

    190, Player 1

    200, Player 2

  • add the condition to your event 8:

    system -> compare two values: cure.count = 0

  • You just need to set up your board creation event in a way, that it runs only when you want it.

    Different examples of how you can do it:

    1) add the trigger once while true condition

    2) use a global, local or instance variable, set it as condition to be 0, and when creating the board set this variable to 1

    3) put the generation event below a triggered event (those with the green arrow) - those only run on specific situations (i.e. on start of layout)

    4) compare two values: boardsquare.count = 0: create board; = count the number of board squares present in the layout, if there are no board squares, it creates the board

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  • You have 9 text fields for a 3*2*2 array which consequently has 12 values (3*2*2 = 18), so of course you end up with some zeroes after sorting.

    Took your example with a 3*2*2 array, now you can check how the sorting works:

    https://copy.com/qJZNymdD2Msddxxt

    hint: it's complicated, even more so with empty values, I suggest not doing it, instead just looking at the right places via loops to fetch the values, and if you have to do some sorting, just add all values to a one- or twodimensional array and do the sorting there.

  • cure.pickedcount = 0

    zombie on collision with player: create cure