Mipey's Forum Posts

  • Ah, I see, it is the spreadsheet display... well, in that case one'll have to develop a spreadsheet plugin. I, too, would have uses for it.

    As it stands, you could do 'for each key (ordered)' condition to create and position text boxes, then fill them with current key's values. It will only create as many boxes as there are keys, which is handy

  • I have the following:

    Device name: ATI Radeon 9550 / X1050 Series

    Pixel shader: 2

    Estimated VRAM: 253 MB

    Motion blur: Yes

    Perhaps the drivers need updating?

  • A plugin or behavior or whatever that would allow us to define nodes, which would then be automatically connected based on criteria (attributes) such as aerial, ground and aquatic access. Any object that moves to the target note would move at a given speed; interruptable (can change course).

    It could be like planets linked with other planets, moons etc.; bonus points if nodes can be attached to a moving object. Nodes would branch as well, for example external nodes would lead to the 'Gate' node, which then expand into the internal nodes within the enclosed zone (for example castle perimeter).

    Allow node management in runtime (create, modify and remove).

    Plugin: editor that allows creating, placing, editing and removing nodes; linking nodes and removing links; specifying the links (access level) etc.

    OR

    Behavior: any object this behavior is added to would behave as a node for all purposes, also define access levels and special conditions (active/inactive depending on condition).

    However, editor would be more convenient due to easy overview, just like bone movement editor. That is sweet!

  • You definitely should brush your teeth more often

  • Hm, was the blue sprite (Sprite2) supposed to mesh? It doesn't seem to be doing anything. There is no 'space key' event, either.

  • Array is essentially a spreadsheet... But yeah, can't really change its size and such in runtime.

    Instead, you could use a HashTable, you can insert and remove keys at will. You can store name of another hashtable as a value, when you read rows, for example, it would point to a hashtable with columns and their values.

    Ergo, spreadsheet.

  • Array?

  • Quite impressive! Though it is quite taxing, I've got 30 FPS after a bit.

  • Hello,

    Just like most other game developers, as a part of learning I've built a simple and aptly named tetris clone - Tetruct! Nothing fancy, very simple, it increases speed (by a little) when a line is destroyed. There are a few glitches, too, namely:

    • the T piece seems to get stuck on 'corner' - sometimes
    • sometimes piece may 'merge' with others.
    • rotating pieces is not well implemented (they still rotate into obstacles)
    • not every line is destroyed

    I am open for any comments, I want to get this polished. Please point any flaws out and suggest better solutions.

    Thank you for your input

    M.

    P.S.: Standard controls:

    Up Arrow - rotate piece

    Left and Right Arrow - move piece left or right

    Down Arrow (hold) - speed the piece up

  • Set Angle to Random(2)*180

    What you get:

    0*180

    1*180

  • Thank you.

  • I see, then I have to put each create object action into separate event. What would be the most efficient way to separate them, if for example I am creating numerous instances at the same time? Separate them with trivial subevents?

  • Hello,

    I have a parent object which spawns three identical child objects, each of which should have different private variables.

    However, if I set it like:

    Parent Spawn 'Child'

    Set Child('Variable') to "eldest"

    Parent Spawn 'Child'

    Set Child('Variable') to "middle"

    Parent Spawn 'Child'

    Set Child('Variable') to "youngest"

    All Child instances have the variable at "youngest". Shouldn't it automatically pick the newly created object? How do I make sure each child instance is correctly assigned a value?

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  • It all is Apple stuff.

  • HTML object? I don't know much about it, but it is a way to handle something online...