oosyrag's Forum Posts

  • How are source and destination defined? I'm assuming source is the object or layer the effect is applied to. How do they interact with multiple layers/objects beneath them? Is there a way to isolate a specific destination (just one layer/object beneath it, instead of all?)

    I was trying to set up a simple clipping mask on scrolling menu items as an overlay while allowing other layers and game layout to be shown beneath and around the menu.

  • Try exporting to nw.JS

    https://www.scirra.com/manual/162/nwjs

    You'll need to download it seperately.

    https://www.scirra.com/nwjs

    Edit: Sorry, doesn't look like you can do it with the free version. https://www.scirra.com/store/construct- ... license-31

  • Try looking up "parsing", and see if there are any examples.

    A method I've used before is as follows:

    Export the spreadsheet as a .csv

    Import it as a project file and read the contents with AJAX (or alternatively load it from disk via nw.JS)

    Parse the values you need by using the tokenat expression, using newline and commas as your token separators

    (You may also want to use the replace() system expression to take out all the quotations marks in your file if you have them).

  • The first thing I would think of would be an array.

    Think of an array as basically a spreasheet with a fixed size (that you can modify with actions). You refer to each cell with a set of numerical coordinates.

    What information you put in the array, and what you do with the information in the array, is up to you.

    Refer to the array manual page for useful expressions, especially IndexOf, which lets you look up the location of a specific value - in your case you would want to check the username.

  • It is definitely possible.

    I don't imagine it would be particularly laggy AFAIK, even every tick, but as always that depends on your target device, how many objects you have, and what else is going on at the same time.

    Just try it out when you get a chance.

  • Try using

    On Overlap - Set speed slow

    Else - Set speed normal

  • Thanks for the recommendations, I'll check those out! I'm not running on an Nvidia so I don't get to try Shadowplay though.

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  • What are people using to generate videos (or animated images) for examples or trailers? Any recommendations?

    Preferably free, but I never mind paying for software that truly offers something above and beyond what the competitors offer, like C2 I'm generally looking for something simple though, as I already have software for editing.

  • Two ways I use regularly.

    Store start and end position in variable and lerp from 0 to 1 with a dt counter/timer for a true lerp (linear).

    Or wrap the fixed step lerp based on current position to destination with ceil() or floor() depending if incrementing or decrementing, for an eased motion. Usually have to make a sub event condition for both because round() only works when lerping with a factor greater than 0.5 per tick.

    Another way I don't use normally is to have the lerp event only run when not within 1-2 pixels of the destination as a condition. I don't use this because I generally like more precise control of the final resting position.

  • I used:

    Every x seconds, ammo != 0, reloadtime = 0 | fire bullet, subtract 1 from ammo

    Else if ammo = 0 | increment reloadtime by 60*dt

    When reloadtime > x | set ammo to clipsize, reloadtime to 0

    This was for player controlled firing though, where it is possible to stop in the middle of the clip. Using wait actions in a function would indeed be the simplest.

  • What do you mean by steal focus?

  • I see what you mean, maybe we should scrap that idea then.

    Here's something I put together without any behaviors. I've added some constraints and used dt where I remembered to, so it should be fairly future proof. Hope you can modify it to suit your needs, or figure something out using it as a basis.

    https://www.dropbox.com/s/4aoihmvl0h4s1 ... .capx?dl=0

    I feel pretty sure there is a cleaner way to do this, but it is what I came up with off the top of my head. Maybe someone else can provide a better way.

  • Just found out the array object had a sort action that I never even realized was there, sorry if I made it sound more complicated than it was. The sort action makes it much simpler!

    Here are two examples, one using an array and one without using arrays.

    https://www.dropbox.com/s/bve7b9dnxsh7o ... .capx?dl=0

    https://www.dropbox.com/s/69rfiiabmfv9t ... .capx?dl=0

    I didn't add the actions for what happens on success or failure besides destroying the text on success to show it works, try to give your best shot at implementing a scoring system on your own.

  • Nabu,

    Running a thousand loops will take just as long all running in one frame, or split 100 each into ten frames. The advantage of splitting them is that you can update a progress par for instance, since you get frames during the duration of the loop to draw updates.

    That said, there are generally many ways to optimize loops to speed them up, either by reducing the number of loops, lowering the amount of data that needs to be checked by conditions, reducing the actions taken per loop, ect.

  • Set up your object with "Car" and "Rotate" behaviors.

    For the car behavior, you'll want to turn off default controls. Set up your W and S to simulate "accelerate" and "brake".

    Set the rotate speed with A and D, one positive one negative. Make sure you have an "else" event after that sets speed back to 0, so when your keys are not down it stops rotating.