Mipey's Forum Posts

  • [tube]Nola3DVBVtk[/tube]

  • Very good points, I see that the contest does pretty well at stress testing the Construct 2 capabilities and exposing its flaws!

  • Whew, I sure didn't expect this MANY entries. Some of them are quite good, I had a hard time deciding in some groups.

    I love how some entries are very innovative and some visually very polished. They are of such quality the rewards feel a bit underwhelming. *wink*wink*nudge*

  • The Space Rescue link needs rescuing :P

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  • 3rd October next year? ;)

  • Just kidding, nice to see you guys taking the initiative! I am too tangled in my own projects to offer any kind of assistance other than lame jokes.

    Good luck!

  • Do you need someone who doesn't do anything and never comes to meetings, then takes all the credits?

  • Because the last event overrides the preceding event.

    When the enemy leaves the layout to left, what do you suppose happens?

    1. The event 3 is true, as it is outside layout and the angle is 180. Set the angle to 0.

    2. Next, check the last event, keeping in mind that we now have angle at 0. Still outside layout? Yup. Angle equal to 0? Yup. Set angle to 180.

    So what do we have here? An enemy that keeps turning back and forth just outside the layout.

    You accidentally logic. ;)

    Tip: you can condense those events this way-

    + enemy has wall to left

    + OR

    + enemy has wall to right

    + OR

    + enemy is outside layout

    enemy: set angle to enemy.Angle + 180 (180 becomes 0 and 0 becomes 180 )

    enemy: set horizontal speed to enemy.HorizontalSpeed * -1 (260 becomes -260, -260 becomes 260)

    Just set the speed at start of layout or something and there you have it, everything you want in one event. :)

  • Hm, a good opportunity to whip something together and get back into the "groove".

  • You can have it keep moving until it encounters an obstacle, in which case it turns around. You can use solid (other enemies, walls etc.) or invisible sprites (in case of hanging platforms so they don't fall down).

  • *prepares the whip'o'crackin'*

  • Don't worry, Steve just went to notify God of copyright infringement in regard to the apple.

  • Your monitor typically runs at 60Hz or 75Hz. These are considered to be ideal refresh rates for your eyes not to notice any transition between frames. That means you are shown 60 or 75 pictures per second.

    Timedelta or dt is the time between two consequent frames. How much time does it take before the next frame is shown?

    You could simply calculate 1/60 = 0,0166666... or 16,7 milliseconds, however in reality, the computer doesn't always render them exactly at that time. Sometimes it takes longer (particularly intensive processing), sometimes it takes shorter (black screen, nothing to draw), so timedelta can differ.

    So, Construct remembers how long it took to draw a frame, the time since last frame. That value is timedelta. You can use this value for a lot of stuff, like precise movement.

    For example, if you move 2 pixels right after each frame (which "Always" or "On every tick" does), it won't move at the same speed if the game runs at 30 FPS (frames per seconds); because the frames are shown half as often, the dot moves half as slow, too. Likewise, if you are rendering at 120 FPS, it will move twice as fast.

    That effect is often undesirable, so instead you use timedelta. By multiplying the desired speed with timedelta value, you get exactly how much you need it to move each frame, so it will always move at the same speed even if your game slows down or speeds up.

    I hope that helped!

  • Everything is possible given enough time and effort.

  • You can generate them on the fly. Make a level editor, create levels and save them as data, which is then read when loading the level. Then just create stuff just before it comes onscreen.