In pseudocode kind of:
for i = 0 to 8 do
array[i%3,floor(i/3)] = i+1
Something like that, off tip of my mind.
Actually, even simpler, in the for every element loop, just set the current value to x*y. If zero indexed... (x+1)*(y+1)
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If Javascript is the assembly of the web, then we'll code in assembly.
<img src="http://lh3.ggpht.com/haymansbeard/RrFkGaI8atI/AAAAAAAAAJI/NUu4EF66oy8/King+Leonidas+Large.JPG" border="0" />
Couldn't resist... :(
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Well, I use strings for finite state machine, booleans for dual states (on/off and toggles) and numbers for mathy stuff as well as enumeration.
I would be ecstatic with an array as a variable (for example ["PowerAttack",2,true]), but well, I guess that's still far fetched right now!
Place all collidable objects in a family, then check for collision of that family with the specific object and finally destroy the family member.
OH HELL NO!
It makes troubleshooting a PAIN. Readable code goes much further than "optimized" code.
Or you could make use of blend mode. Drop outline sprites onto a separate layer that's under character layer and set blend to... eh, don't remember what, just experiment with it.
I often use string variables, while less efficient than numbers and booleans, they're much more readable and the difference is really negligible. Variables aren't no bottlenecks and won't be for decades to come, unless you use some weird code such as huge nested loops.
Looking good!
You may want to fix your signature, though, the URL is wrong.
With numbers?
seconds = time % 60
minutes = int(time/60)
hours = int(time/3600)
Set text to hours & ":" & zeropad(minutes, 2) & ":" & zeropad(seconds,2)
Something like that, off the mind. YMMV
megatronx:
set var to 1
var = 1
set var to 0
do stuff
Much simpler ;)
As for figuring the function object out, just create a new project and experiment with it there. Experiment with all the conditions, actions and expressions, see how they work and you'll master it in no time.
Experience is the best teacher :)
Um... Greenlight is for people to submit THEIR games. That means only the game's publisher/developer can submit the game.
Why limit yourself to the sky? There is a whole universe beyond!
Welcome aboard!
It won't render anything, but it still updates values.
That's what distorting mesh does. Remap X/Y texture coordinates. Currently there is no support for it, someone would have to get their hands and even legs dirty writing a plugin. Seeing that Construct 2 has three different graphical engines - 2D context, 3D WebGL and of course the edittime renderer - there'd be a LOT of work, especially considering the canvas 2d context isn't equally supported across all browsers (some features are more or less implemented) and that the edittime renderer is pretty limited in what you can do with it.