Mipey's Forum Posts

  • Hmm, how do you set those Z heights? Perhaps you could sneak a down-scaling algorithm there... reduce height by the factor of 3000/64 (or something like that).

    Then again, I may have no idea what I am talking about.

  • No, that is Picard and alien broodmother's child.

  • Saw it, ridiculous in a funny way.

    Truck on!

  • *facepalm*

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  • Eh, Sprite.Count works for me, so I don't really know what is up... maybe someone else can look into this problem?

  • It is working for me. :s maybe it is not really noticable? If you set larger time frame, such as 10000ms? Since subs seem to take longer. Actually, make that 5000+random(10000) ms, so at minimum they'd fire every 5 seconds, at longest 15. Does it become noticeable then?

  • <snip> A slight misunderstanding.

    As for the random timer, remove the space between random and (2000). These two should be together, like this: random(2000).

    Edit: As for Invert condition, what purpose does it serve? Well, let's take "Is On Screen" condition. You use it to determine if an object is present on the screen (viewable).

    What do you do if you want to determine if it is outside the screen? Easy, Invert the "Is On Screen". A simple toggle between two truths

  • Countmatching expression picks all selected instances. I don't think the ships were filtered at all, so it picked all. You can guess the outcome.

    Try this... create a (global) variable named 'allships', that tracks the total number of ships (though that may not be necessary, if you use Ships.Count, but I'm not sure if that is influenced by selection).

    then...

    +for each formation sorted by formation.UID

    +inverted | ship('idformation)=formation.UID //this should select all ships that are NOT in the current formation)

    -set "ships" to 'allships'-countmatching(ship) // all ships minus ships not in current formation = number of ships in the formation

    Empty formations should have 0. A bit roundabout, but this should work. Perhaps someone else has a more elegant solution. Also, try using Ship.Count instead of 'allships', if it is not influenced by selection.

  • 1.) Enemies. You want them to fire when they are visible (on screen). Bullets don't matter, destroy them once they're not on screen anymore, though, to keep things tidy.

    2.) Right click a condition in event sheet, there will be "Invert condition" command. This is basically negation.

    3.) Yes. Add the "every x miliseconds" condition (from System), then instead of typing 1000 you type 1000+random(3000). This is an expression. random(3000) returns a random number between 0 and 2999.

  • > [quote:pvjxk96d]

    > XP can probably run DX10

    >

    I'm currently running DX11 on my XP system.

    How the hell

  • You can't rely on mouse. Instead, record mouse coordinates each frame and "draw" a line to the previous mouse location and so on. Mark the points the line overlaps.

    Too tired to give more concrete example, I'm sure someone can give you a simpler solution.

  • When there are no ships left, the formation uid = ship('idinformation') condition returns false, since there are no ships, so it doesn't set the count that time. You'll have to add another event to account for that case.

  • TiledBackground won't work with certain behaviours such as platform. Try to use sprites where possible.

  • If you're just skimming through, you're likely not to notice anything out of place. They even copied one of Ashley's posts in one thread... funny how a newbie with only one post is suddenly a developer commenting on the future of Construct.

    ~Sol

    I c wut u did thar

  • Ah, such a simple solution! I haven't really thought of that.