mindfaQ's Forum Posts

  • OlivierC: I guess you did use the normal pathfinding? Which grid size do you use? Seems nice and smooth, while being fast.

  • Page up and down makes sense as soon as the eventsheet becomes scrollable.

  • Haven't worked with audio yet (I'm rather new to the program myself), but:

    with audio there comes a condition: is silent. And you can set the game to silent. So there is not really a need for a "muted"-variable.

    Other than that, if you want your player to adjust volume levels for music, speech, sound effects differently, I guess you need 3 global variables, each standing for the volume decrease for bgm, speech, sfx. And for each tick, set the volume for the tag bgm to x, speech to y and sfx to z.

  • Page up and down are very common navigation "instruments" on computers, so it makes no sense for them to be disabled in the event screen, while arrow up and down are active; especially if the goal for the program is to be ergonomic.

    No need to go into organizing event sheets, it has nothing to do with the topic.

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  • if it is served somewhere: implement a counter to the website

    if it is a standalone program: you shouldn't do it, because that would mean sniffing on user behaviour and would require an internet connection

  • s000.tinyupload.com/index.php

    Main problem was onoff=1 condition always triggering, because you set it to 1 in the subevent before this, in case it wasn't already 1. Use else instead.

  • bullet set angle towards player.x player.y

  • As long as circles don't overlap:

    variable 1 = height of your play area / width of your play area

    variable 2 = occupied area, starts at 0

    when you create a new circle: add pi*r^2 to variable 2

    or via bruteforce, gridbased

    2x2 sprite; then scan the whole play area with it by moving it along it step by step and checking for overlaps with the relevant object/family; if it overlaps, add 4 (= 2*2) to variable 2, performance will be really bad though

  • Page up and down would be helpful, agree.

    DUTOIT: those are no substitute

  • If they are already there on your layout, you already know the coordinates and could use those directly.

    Or pick by UID, I really don't know what can go wrong there except when you try to pick it in a subevent while in a parent event you've already picked other instances of these objects and the object you wanna pick is not among them.

  • ArcadEd's solution is shorter. Put

    Choose("Walk", "Run", "Jump", "Fall", "Fly")

    as your animation name, if your animations are names walk, run, jump, etc.

    Another solution for your case would be:

    Animation&str(floor(random(1,9))

    (again put into the animation name)

  • Picking on start of the layout is weird.

    Example:

    On start of layout:

    -[some event that spawns a lot of sprites]

    now in the same event, you can't pick those sprites you've created, no matter how you structure events/subevents.

    workaround:

    On start of layout:

    -[some event that spawns a lot of sprites]

    On start of layout:

    • pick created stuff

    workaround 2:

    On start of layout:

    -[some event that spawns a lot of sprites]

    • : wait dt

    call function "xyz"

    and on function "xyz" called:

    -pick created stuff: do stuff with it

  • You could have just tried it.

  • scirra.com/forum/plugin-canvas_topic46006.html

    This could be what you are looking for. (ofc you still have to calculate the length of lines and angles)

  • You probably still will need to work with arrays, if you don't want to clutter your events with stats that each item gives, but rather load a json or csv and then load the values out of the array.

    I think imagining arrays in 2D should not be too hard enough, because it works like a spreadsheet. You've probably worked with spreadsheets at one point or at least seen them.