mindfaQ's Forum Posts

  • Might be better to just use an array (if sequence matters) or dictionary (if it doesn't).

    You could also easily import such a token separated string into an array:

    array set size 0,1,1

    for 1 to tokencount(string, "separator"):

    array push at back of x "tokenat(string, loopindex-1, separator)

  • There is the time and wallclocktime expression, you can always access.

    When you want to know how long an object has been around, just set an instance variable of the object to time, when you create it. And later you can calculate time -sprite.instancevariable to get the number of seconds this object has been around.

  • No interface lag and correct file association with the steam version would be nice, but since I doubt this problem will be reliably eliminated in C3, an autoupdate feature for C3's non-steam version would be nice.

  • Give some object in your layout the timer behavior.

    then:

    on start of layout: (timer behavior of the object) start timer "autostart", once, x seconds

    on timer "autostart": start game

    also don't forget to deactivate the timer, if the player presses x

    on X pressed: stop timer "autostart"

    start game

  • version 0.6; current number of events: 89

    https://copy.com/hJI2Z9pAcYOEDQYc

    Try it out at: http://strategy-investor.de/mgz10/vnengine/

    (if you've tried it out before and it doesn't show the main menu, but starts with the game, try refreshing or deleting the website data)

    What's new?

    • menu done
    • saving / loading done (still has 1-2 bugs I have to squash)

    Next stuff is all optional, let's see what I can improve a bit with the remaining events. Thinking about:

    • skip
    • autoplay
    • options
    • cross fading for music
    • cross fading for images

    When 100 events are reached, I'll try to tidy up the code a bit and add a little up-to-date documentation.

    Added some small music loops that hopefully are more bearable. Credits to:

    menu music: Bamberg - Bamberg 2006

    save music: Iron Bridge Grafix - Midnight Sleep Ballad

    main music: calpomatt - .::A Long Path Ahead::.

  • Hey guys,

    a new update

    version: 0.5b; current number of events: 86

    https://copy.com/IAu3pGzzcoY0xlNB

    Main menu and saving is partly done, I think I can add the other half of it in before 100 events are reached. Not sure about skip and autoplay yet. Options menu will not fit into the 100 events probably.

    edit: fixed a simple error

  • here a very generic expression that adapts that principle and should work regardless of how movement is applied (you probably need to set oldx and oldy to the current position after creating the object, so you get no jitter on the first frame). Ofc if the bullet behavior sets the angle, those two might collide, so in case it is needed, deactivate that.

    https://copy.com/eCpuz2P8WGfKCpyS

    If it jitters too much on irregular movement (like slow mouse drag) or maybe because of bad framerates, you might have to take the difference over more than 1 frame, then the code gets a bit more complicated.

  • Still getting slowdown with the steam version, I'm not sure if it can be helped. The auto updating by steam is nice, but the performance is bad and scrolling through event sheets gets laggy over time, which I never experienced with the normal Construct 2 version (that experience being a long time ago). Overall the lagginess and probles with file association overshaded the purchase and if I had to chose again, I would choose the non-steam version :/.

  • Problem Description

    wrong order of operation in formula containing orders (bodmas)

    Attach a Capx

    https://copy.com/0x99QERAKyv73r8E

    Description of Capx

    after this and the result of a simple formula gets displayed, both should end up being the same according to order of operations

    Steps to Reproduce Bug

    • calculate: -x^2 (you may use 0.75 for x)
    • calculate: -1*x^2
    • compare both results

    Observed Result

    The results differ. The minus in the first formula is erroneously dragged into the power, so it calculates (-x)^2 instead of -x^2. Also refer to: http://www.wolframalpha.com/input/?i=-x%5E2

    Expected Result

    The results should be the same.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    win 7 64bit most recent

    Construct 2 Version ID

    r200

  • Vati-nyan: you are welcome to look over it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I was busy these days, but now could find spare time to add some new stuff:

    version: 0.4; current number of events: 68 (only 32 spare till we would exceed the free version limits)

    https://copy.com/WE2HmSkZoyJ9MaBz

    you can try out the current state at:

    http://strategy-investor.de/mgz10/vnengine/

    (if you tried it out before and no menu buttons at the bottom appear, try refreshing with F5; some menu buttons do nothing for now btw)

    what's new?

    • fade in and fade out for images
    • history
    • hide the bottom text box

    Thinking about automatically adding a short, default crossfade for images. I will try to add it, after I'm done with the rest of basic features that still need to be added:

    • main menu
    • save / load

    optional:

    • skip
    • auto play
    • options menu

    edit:

    0.4b: https://copy.com/zCIHGcVo4E1JKbUp

    added a fadeout on the edges in the history screen for the looks

  • this is how I would do it

  • It doesn't work like this.

    Instead do:

    choose(1,2,3)

    if 1: set var 1 = true

    else if 2: set var 2 = true

    else if 3: set var 3 = true

    and since thats not really practical, it makes more sense to program it another way, maybe like this:

    every x seconds: attacktype = choose(1,2,3)

    if attacktype (not equal) 0:

    • if attacktype 1: do attack 1
    • else if attacktype 2: do attack 2
    • else if attacktype 3: do attack 3
    • : set attacktype = 0

    (ofc you can also use strings instead of 1, 2, 3, ...)

  • For monopoly decisions for a big part are influences by:

    • which turn it is (early turns -> some fields like the public transportation have higher priority, you tend to save up a bit of money towards the end of the course, so that you could buy more expensive streets, but not always... stuff like this)
    • which streets the AI owns (trying to complete a series, if possible)
    • which streets enemies own (if enemy has a street of the series already you have the choice of either sabotaging by buying it or leaving it, because you can't make a profit out of it; which you chose kinda also depends on the money and board influence you have and how well situated the enemy is)
    • total money available / board influence
    • small influence: where players on the field could roll in the next 1-2 turns (short term profit)

    You can probably formulate a rough estimation on the value of a move / estimated profit in midterm - so to say put a number on it. And then chose the better alternative most of the times, or all of the times depending on difficulty and numerical difference between the choices.

    Giving the AI clues when to sell/try to buy streets is probably the hardest to do, because that's side stuff where negotiation with the player can come in...

  • remember that -90° means up in construct2

    or 270°

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • http://www.piskelapp.com

    You could try this online editor, if you want to create something simple.