OddConfection's Forum Posts

  • matrixreal - You're welcome. I'm glad you got it to work.

    Sometimes it's easier to work out from an example than a description.

  • Saletti - You're welcome, I'm glad it was helpful.

    You can add/remove decimal places by adding/removing 0s from the ends of the numbers in the calculations including the starting value.

    Let me know if you remember your other question.

  • You might want to post in the Job Offers and Team Requests forum.

  • Since you requested thousandths of seconds, you'll need to use dt every tick and do some adjustments.

    Commented example: ThousandthsTimer.capx (r168)

  • [quote:3hrnk415]Thank you very much!

    You're welcome.

    [quote:3hrnk415]How do I give you cookies for this?

    Make a cookie eating game with C2 for me to play

  • Maybe an example will help.

    Commented example capx: StopGo.capx (r168)

    When you press "GO" it sets your score to 0 and starts counting up (based on dt * 1000).

    When you press "STOP" it stops adding to your score and compares that to your best score.

    If your current score is less than your best score, it saves that as the best score in webstorage and updates the display.

    The "Best Score" starts out at a high value, until a better score is made/saved.

    If your game still isn't saving, you might need to share your capx (can use dropbox.com) so someone can test it and see what's going wrong.

  • In the Project Properties, under Configuration Settings, set "Fullscreen in browser" to one of the Letterbox options.

    See this tutorial on Supporting multiple screen sizes for more information.

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  • Link in case anyone else wants it: articulated arm

  • There seems to be a logic flaw in your probability/drop code

    [quote:1cxzta8o]Set DropRandom to round(random(Hurtable.DropProbability,100))

    This is setting DropRandom to a number between DropProbability and 100

    With DropProbability = 98, DropRandom will be 98, 99 or 100

    With DropProbability = 50, DropRandom will be 50, 51, 52, ... , 98, 99 or 100

    That is DropRandom >= DropProbability

    You are then checking:

    [quote:1cxzta8o]DropRandom <= DropProbability

    but it will never be less, and only sometimes equal.

    Basically, at 98 you have a 1 in 3 chance of a drop and at 50 you have a 1 in 51 chance of a drop.

    Try this instead:

    [quote:1cxzta8o]Set DropRandom to round(random(0,100))

    DropRandom <= DropProbability

    DropRandom will be a number from 0 to 100 and DropProbability should then work like the percentage chance you seem to have intended and if DropProbability is greater than or equal to DropRandom it will drop an item.

  • I've added Pirated Pirates to my collection of C2 games on Steam

    Over 20 Construct 2 games have been listed on Greenlight with some released as well.

    Good luck with Greenlight, I know from experience that releasing on Steam can make a huge difference for indie developers.

  • Try this:

    https://www.google.com/search?tbm=isch&q=hello[/code:113tyrm2]
    
    Replace "hello" with whatever you're searching for.
  • Since it's for Google's Play Store, you could look up the screen sizes for Google's Nexus 7 and 10 devices and use those resolutions.

    Nexus 7

    Screen

    7.02" 1920 x 1200 HD display (323 ppi)

    Nexus 10

    Screen

    10.055" diagonal at 2560 x 1600 pixel resolution for 300 ppi

    Both devices have a 16:10 aspect ratio, other 7 and 10 inch devices might have different aspect ratios though.

  • ight now the entire game is one layout. That layout is a room that generates doors, hazards, and monsters, but I need the doors to lead to a new instance of that same layout, which will randomize again, and so on. If I can figure out how to get from one layout to another, and save all previous layouts, then I'd basically have this game in the bag.

    Use a Global variable called RoomNumber to keep track of what room you are in.

    When you exit a room do:

    System->Save game to slot "Room" & RoomNumber

    Then increase/decease RoomNumber based on which door you leave

    When you reload the layout do:

    System->Load game to slot "Room" & RoomNumber

    If there is a previously saved room, it will load it otherwise it will return condition On load failed in which case generate a new random room (which you should save once created, not just on leaving)

  • Here's a commented example of a simple Find the Key game (r152) that cycles through 4 levels.

  • You could use an Instance Variable to control if an enemy can fire and then apply a System.Wait for each enemy

    System.forEach(enemy)

    {

         enemy.ReadyToFire == true

         {

              enemy.ReadyToFire = false -- so it doesn't just do it again next Tick

              System.Wait(random(1,3)) -- Wait random time

              System.SpawnObjectAt(enemy) -- Spawn Firebolt

              enemy.ReadyToFire = true -- Ready to fire again

         }

    }