Nhdeitmers's Forum Posts

  • Cool, thank you, dop2000. I'll try it.

    But can you explain your suggestion?

    Let's say ResponseAverage is 999.

    Wouldn't your version amount to 100 aswell in that case?

    You got me thinking I might have to use floor instead of round? So 99,9 would become 99.

    I'll try both and see ;)

  • I read through the manual and old posts and found a solution that finally seemed to give me a format for my counter.

    seconds and milliseconds are displayed like this "2:45"

    Until this was displayed "1:100"

    Here's the action:

    "Average:"&" "&Date.ToTimerSeconds(IntervalName.ResponseAverage)&":"&zeropad(round(Date.ToTimerMilliseconds(IntervalName.ResponseAverage)/10),2)

    Now I don't understand what's happening. If you do please explain. Because I would really like to understand ;)

  • I would like to test with haptic feedback for my buttons.

    I tried using the browser plugin's vibrate action on button click.

    Doesn't work in remote preview on any of our IOS devices in neither Safari nor Chrome.

    Has anyone successfully done it?

    What else do I need to do besides adding the browser plugin and triggering the vibrate action?

  • I think I got it. I scribbled a rough implementation already to implement later tonight.

    For the 72 sprites I could either store their UID along with the rest or I could have them share a container with the array so they would each have their own array instance. Stuff like retrieving the last 5 entries to create an average or even comparing the last 5 entries for one sprite with the last five for another would become a bit faster that way?

  • Thanks for your reply, oosyrag!

    Maybe I was overthinking it. I'll try that! :)

  • How would you set up a system like the following:

    There are 72 sprites (all instances of the same object) in the game that the player interacts with at some point.

    For any of these interactions the reaction time is recorded.

    When showing statistics to the player they should see the average response time and be able to filter it by certain criteria:

    First of all the time frame of the interaction:

    Show only the average response time of:

    - the current play session

    - today

    - this week

    - this month

    - this year

    And for any of these calculations only consider records that meet a set of certain conditions.

    So for example the player would choose the statistic for:

    The average response times from this week, for all interactions that happened in "ArcadeMode" AND playing the game character "Hunter" AND taking place in the "Woods" AND having been lower on health than 30%.

    All I know is I will need the date plugin for the times and dates aspect.

    But I am unsure about how and where to record the timestamps along with the information about the other criteria. Where would I use arrays, where dictionaries and so on.

    Maybe someone has some experience with something of the sort. That would be really helpful! :-)

  • Hi,

    Now that I'm setting up the appearance of my UI I wonder if there's a way to set font colors in the Layout with immediate feedback?

    I can't believe the color only updates after I deselect the object. It's impossible to make color choices this way.

    I actually have to use another application like photoshop, come back to Construct and set the color.

    That's really disappointing.

  • Yeah, I can see why ^^

    Maybe there's better ways to do what I did there.

    As tedious as they are to set up - the nice thing about them is that I can use the string names from my menu items to call them.

    My menu is generated based on an instance variable holding all the items names. So if I want to add a menu item I just add ",apples" to that variable and on runtime the menu creates one more item.

    Of course I also have to add the new string to my function map and create the actual function for it, but that's it.

    Is there an easier or maybe more flexible approach?

  • Brilliant posts, guys. Thank you for this nice workaround! There should really be an integrated way of doing this...

  • Just playing around with it, It's a nice feature. Is there a way to scale the whole thing to get a sharper corner radius from the same sprite?

    I found z elevation to work for that. Unfortunately when I set it to something extreme like -2000 the object is hard to position in a way that makes sense. Can anyone think of another way to acomplish what I'm trying to do?

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  • Thanks, dop2000! I understand how to do it now.

    From a beginner's perspective it's a bit confusing having to call the intermediate function just to be able to pass parameters.

    It would be nice if the call mapped function would simply allow for parameters to be specified.

  • I don't quite understand where to pass the parameter for my mapped function?

    I would have expected it in the call mapped function action, but I don't understand this concept of the index in there...

  • I figured out a fix, but I still don't get it.

    The object MenuItem is a member of the family SwipeMenus.

    When I refer to SwipeMenus.text I get a consistent result.

    But since all but the first instance were created in the same way.. why does the second menuItem behave differently from the third?

  • Makes sense, sorry.

    So here's how the menus are created and then how I try to get their names later on: