Mipey's Forum Posts

  • Or just hit that yellow cog - Post Options - and report the post!

  • I have a bad habit called fixing things that ain't broken... Bear with me!

    See system expressions in the manual here

    Notably:

    time - counts time since the game started, includes timescale

    wallclocktime - counts REAL time, no timescale

    zeropad - pads a number with ceros

    Why time or wallclocktime expressions? Because adding dt every tick actually may not be accurate, so I suggest keeping track of the time instead. When you start the counter, add current time to a variable. For countdown, add time + seconds. Then every tick you display variable-time and it shows seconds that passed.

    If you want more precise timing, down to tenths or hundredhs of seconds, you can use the dt counter. Within one second, the inaccuracy is not that big anyway.

    How to display time as minutes and seconds? Easy...

    Set text to zeropad(2,floor(time/60)) & ":" & zeropad(2,time%60)

    The first one shows minutes, padded by leaded zero when needed. Floor is there to ensure it is a whole number.

    The middle one is just there for aestethic purposes. :P

    The last one shows seconds, padded by leading zero.

    I think, at least.

  • From here: scirra.com/manual/126/system-expressions

    zeropad(number, digits)

    Pad number out to a certain number of digits by adding zeroes in front of the number, then returning the result as a string. For example, zeropad(45, 5) returns the string "00045".

    So you want zeropad(timer,2)

  • Easily doable. 99% of effort would go into assets, however.

  • Uh... nowhere it says you have to bundle EVERYTHING in one project. Just copy the project and trim it for Scirra Arcade.

  • ranma: If it weren't free for taking, I wouldn't be posting it here. :)

  • I believe it is zero indexed, so "Tile" should have been at index 0 and Tile.AnimationFrame at 1.

  • Yes, if I recall correctly, every five versions are supposed to be stable. 90 was stable, so 95 will be stable.

  • You just have to reset the counter. In my example, it starts 3 seconds after the layout has started. You can use a different condition and reset the timer, then it'll work anytime you want it to.

  • Not checked the cap, but for the problem with 0, just add another condition that checks if exp is 0 or less and handle the case there. The original event should have a condition that checks if exp > 0.

  • Because local variables reset every tick.

    See scirra.com/manual/83/variables

    Either use global or private variables (on objects).

  • So averaging the timedelta over time period would produce desirable results.

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  • That's why I always get to it via the newsletter.

  • You could use the while loop and spawn sprites until you run out of tokens in the string. See tokenat and tokencount system expressions.

  • faceyspacey: nothing can get more cross-platform when it comes to audio. Different browsers have different implementations of audio, even though HTML5 attempts to standardize it.