mindfaQ's Forum Posts

  • System - Pick Rings where rings.rotating = 1 is a subevent of the touch-event in your version; it should be an own event

    edit: you might need to add some more points to your collision polygon to make the selection work better

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  • global variable, number, used to identify the ring you clicked by saving the rings UID into the variable, so that we can set it to rotating = 0 when the touch input ends

  • Very nice mate.

  • Happens to me as well (just that I don't need to login, but instead only refresh the page). Need to post within 5 seconds or so after I opened/refreshed a topic or I get various errors, like experied session or no permission. Always have to copy and paste my text, reload the page, paste fast and then post ^^.

    Using Opera (not Opera Next).

  • Meh so inconvenient.

  • <img src="http://i.imgur.com/5f9H1eH.png" border="0" />

    Your app gets very poor performance though, you maybe implement a 128x128, 256x256 and 512x512-version of your rings on extra frames. Then for each ring check size.

    If above 128x128 -> set to frame of the 256x256 variant

    if above 256x256 -> set to frame of 512x512 variant

    if above 512x512 -> set to frame of 2048x2048 variant

    (note: i am not sure it will improve performance, but think it would)

  • s000.tinyupload.com/index.php

    edit:

    this one above had a bug, it is fixed here:

    s000.tinyupload.com/index.php

    edit: need to set the default value for occupied_field to -1

  • Pick nearest object: set sprite position to object.x, object.y

    Object is one of the places where it can be dropped

    Sprite is the thing you dragged

    If you only want it to snap only when the distance is less than some value, add

    distance(object.x,object.y,sprite.x,sprite.y) < yourvalue

    as a condition.

  • it expects a string, so "new list.csv" will be entered in the first collum and row of the table as value. It does not take the file contents and reads them.

    You have two options:

    • open the .csv with a texteditor and copy the contents over to the "" of the plugin
    • use the ajax plugin, request your project file then upon request completed use ajax.lastdata in the csv plugin
  • Pakost: Not sure about that; I had better performance when pasting 324 little tile sprites to one canvas and deleting them instead of using no canvas at all.

  • Or you could use what I wrote.

  • Hey guys.

    I've got some weird problem.

    I've got events like this:

    keyboard "a" pressed : call function "a"

    on call "a":

    for each element of array XY: call function "b" with 3 parameters

    on call "b":

    var = 0

    • add f.call("c",x,y,z) to var
    • add f.call("d",x,y,z) to var
    • add f.call("e",x,y,z) to var
    • var > 0: return 1
    • else: return 0

    "c"

    • for loop 0-8 with one condition: do something + set return value to 1

    "d"

    • for loop 0-8 with one condition: do something + set return value to 1

    "e"

    • for loop 0-8 with one condition: do something + set return value to 1

    The array (bolded part) has 9 elements. So it should call b 9 times, but the game just freezes and I get high cpu usage. Okay, you might say that the problem must be some complication with variables (or similar) when calling the function b more than once in a loop.

    BUT here is the weird thing: it runs fine if I use "for 1 till 9" as loop. Why could that happen?

    I would prefer using the array: for each element XY as it would be more elegant(as I have to iterate over two dimensions). So maybe someone got much experience with loops in loops and has already experienced this and found out why this happens?

  • Or you could use:

    bulletspeed = 100+floor(enemyhit/10)*10

  • system compare variable1 not equal to variable2:

    set variable2 to variable1

    do x

  • Easiest thing would be using the canvas plugin with "line to" and draw path.

    If you wanna draw every x traveled use something like (posx, posy = global vars, set them to sprite.x and sprite.y at the start of the layout):

    distance(sprite.x,sprite.y,posx,posy) greater of equal 10: call function "draw line"

    set posx = sprite.x

    set posy = sprite.y

    and function draw line contains the drawing on the canvas.

    This would prevent you from having to deal with a big number of objects.

    If you playing area is very big ofc it is better to just spawn those points and then delete them when offscreen or use multiple canvases.