mindfaQ's Forum Posts

  • probably animation speed not set to 0

    "The problem with that is, the array changes dynamically. I am basically making a friends list inside Construct 2. So lets say I have 100 friends on my list, which is stored in a database, and I only created 50 frames in Avatar, then it would break that system."

    I would only load the images on usage. You can store the images as data URI (string) in an array (I guess) and then just load it when you display it. This way you only will need as many frames as the number of avatars you display simultaneously.

  • As plinkie said, if you load a sprite image from URL, it will be loaded into the current frame of the object and all instances of the object that use the same frame will share this picture.

    So: use different frames for each picture. (create blank ones in the image editor, then change to a new frame after you created the avatar object depending on your loopindex)

  • I was asking which number then panel is showing when you are at your last pieces and which numbers the pieces carry...

  • set the position before you pin

  • s000.tinyupload.com/index.php

    Basic gameplay functionality for the upper branch with minimal interface which ofc should be expanded on (like having a lobby where you can enter player number and names).

    • click on the front entry to enter the current throw. (so if you want to add 1s, click on the 1 in front)
    • click on roll to roll
    • click on dice to not roll it the next time (lock the number)

    the game ends once every player has had 6 turns and you can restart the game by clicking on new

    Adding the lower is not a big problem. Selection (checking if the throw is valid) is a bit more complex, but nothing too crazy. Working with dice.pickedcount will help.

  • just use a second condition for the helicopter

    Helicopter Is overlapping Cargo

    X(inverted) Helicopter Is overlapping Missile: Pin Pin to Helicopter

  • Well if you wanna use WebGL, there is always the Adjust HSL effect to change the hue.

    If you wanna change the value over time with the sine behavior, use the value only setting and set the HSL parameter to sprite.sine.value when the behavior is active.

    Although I'd suggest to just manually change it over time with easing functions or use the litetween plugin, since the sine behavior does not allow setting the position of the cycle. So if you stop it in the mid, it will start in the mid again, which kinda sucks as it can lead to unwanted results like jumping in opacity or position.

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  • 4

  • Period: Distance1 is a constant I suppose? Period should calculate just fine imo.

    Amplitude: What is x? also note that construct uses degrees instead of radian, so you probably want to use 180 instead of p. Also you need to place the ^2 after the brackets. Also you need to calculate the period before amplitude in the event sheet (just put the period calculation above the amplitude calculation), so that you use the current period for your calculation.

    To make the drawing formula more clear (I suppose distance1 is the width of your graph):

    for 1 to distance1: canvas line to: x = loopindex+startx; y = sin(loopindex*360/period)*amplitude+starty

    period then would be the amount of pixels it takes to run through a full circle.

  • megatronx: x would be the level, a and y numbers, ^ stands for exponent, ceil would round the result up and the result would be the total exp needed for a level. It is basically exponential growth.

    An example function could be ceil(2*level^1.5).

    Basically it is a way to calculate the exp requirements for every level by a simple formula. Normally I would probably use a polynome for this, for example ax^4+bx^2+cx+d. But in the end it depends on how you scale the exp of you enemies in the game as well.

    You could start calculating the time needed for a next level if you are constantly fighting creeps with a formula like to this:

    time = time_needed_to_kill_enemy/exp_per_enemy * exp_needed for level

    Tune the time it takes to reach the next level like you want, rule of thumb is ofc that it takes longer the higher your level is.

    You can also check how long it takes to level up in easier areas of the game with the formula. You probably don't want the easier areas to give you more exp over time just because you can kill monsters much quicker there. To prevent this you can also add a malus if the level of your enemies differs from your level. It is like that in Diablo: if the monster level is more than 5 levels (iirc) below your character's level you get a smaller percentage of the total exp.

  • Oh yeah now I know what was on the tip of my tongue when I was writing this ^^.

  • what do you mean roll over?

    random image: set animation frame to floor(random(1,11))

  • scirra.com/images/articles/createarray_3.png

    that won't work. It will always trigger if you don't destroy the default array (meaning you can get more than 1 array with the same name). If you destroy the array it will never run, because it doesn't properly check whether there is no array with the name in the game yet.

    Instead use something like this:

    on created

    • localvar = 0
    • array: id = player.name: set localvar = array.pickedcount
    • if localvar = 0: create the array and set the name
  • If you know the curve it is just maths.

    Some easy curves can be done with a few easings, which can be done with scirra.com/forum/behavior-litetween_topic53288.html

    Although it is not that easy to determine the parameters for the easings when you land on the middle of the curved surface. You could probably work with image points of the sprite for that and ease between them with a fitting easing mode (and control the position of the tween by your movement along the curve)

  • Local variables always start with their default value when the event runs.