pooiyx's Forum Posts

  • How do you access this function (or something similar) in Construct?

    Thanks.

  • So the OR condition is buggy?

  • I've managed to reproduce a runtime crash in my game twice already (it's very tedious to reproduce it so I'm not going to try a 3rd time unless it's really needed). I'm not sure if this is a bug with Construct or with the sprites I'm using or some other reason.

    This is the "stable" .cap file without any crashes.

    http://www.mediafire.com/?bmqqt8iz3oi24rg

    The crash comes when I add in 1 particular new sprite (Weapon1UpgradePowerup), and the events associated with it (everything under the comment "Powerups").

    To reproduce the crash, just shoot the powerup when it appears, then shortly after this when the next powerup is due to spawn, the game crashes.

    http://www.mediafire.com/?k9mpqnqm1941x8d

    Basically, to reproduce the crash, all I did was to take the "stable" .cap file in the 1st link above, then add in the "Weapon1UpgradePowerup" sprite and all the events under the comment "Powerups". The result is the 2nd cap file above. And I have done this twice already to confirm it. So this is a systematic problem, not a randomly occurring bug.

    I don't know what is wrong though or how to solve this problem. Any help would be greatly appreciated. Thanks.

    Note: For the Controls: A to move clockwise, D to move anticlockwise, numpad4 to shoot. The only collisions implemented so far are those involving the Weapon1UpgradePowerup sprite.

  • What does the range 0 to 100 mean here? (What units are being used here?)

    What value in this range corresponds to the sound file being played at its original volume?

    Also, how do you access this particular variable using syntax? (XAudio2.??)

    Thanks.

  • Oh, so for the 64 available audio channels, I can just loop from 1 to 63 to make them "normal" again, and just channel 64 will not follow timescale.

  • I have a Particles object which I want to be always "animated" even when Timescale = 0. Is there a way to do this?

    Also, is there a way to make a specific channel (of the XAudio2 object) ignore Timescale? Unchecking "Timescale audio" affects all channels, but I want to reserve only 1 channel to play when Timescale = 0.

    Thanks.

  • I notice that certain keys (like the semicolon, quote, tilde, comma, fullstop, and the 2 slashes) are not among the choices in the drop down list for the MouseKeyboard conditions.

    Is there any way to detect/use these keys at all?

    Thanks.

  • I notice that I can only access the "basic" trigo functions like sin, cos, tan, asin, acos, atan in Construct. But it doesn't recognise the expression when I write atan2.

    Is there a smart/non-tedious way of implementing the atan2 function in Construct?

    Thanks.

  • What does changing z elevation do exactly?

    Does it scale the sprite's size as well as it's collision area (regardless of whether I'm using bounding box, per pixel collision, etc.)?

    What is the scale factor for each camera distance value? I would like to know exactly how big a certain sprite will be under the different possible camera distances (a mathematical function would be the best answer I guess). Thanks.

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  • I would like to store (can be in a private variable or global variable) the duration (can be in seconds or milliseconds) which a certain key has been continuously held down since it was last pressed.

    What is the way I should do this?

    Thanks.

  • I have a sprite which has a private variable that functions like UID (although not exactly the same purpose as UID), and I regularly use For Each Object (ordered) to loop through the instances of this sprite using this private variable. Instances of this sprite regularly get destroyed and created throughout the course of the game, and the private variable is unique for each instance upon creation of the instance.

    For any given sprite instance with a given private variable, I want to pick another sprite instance (using Families, since this sprite is in a Family) that has the next highest (or lowest) value of this private variable. And I can't assume that the next highest or lowest is just +1 or -1 away, since the sprite instances with these values may have been destroyed.

    In short, how do you check if a sprite you are picking using Families exists or not? I need to know this, so that if it doesn't exist, I can keep searching for the next one.

  • Thanks for the reply. I have a few more questions regarding INI objects:

    1. Let's say I don't know the name of the group but I want to access the nth group in the ini file, how do I get the group number? Or is there some other way to refer to a group?

    2. How do you sort an ini file according to the values of 1 of the items? (Assuming all groups have an item in common.)

  • I just used an ini file.

    Top 5 scores stored as

    [5]

    name="asdf"

    score=10

    [4]

    ...

    etc...

    If you don't mind, could you please provide an example .cap file on how you did this? Thanks.

  • I'm using the INI file object to store values in a text file. I can't seem to find any Actions associated with it so that I can edit/append the ini file. I don't want to use Write as it overwrites the previous stuff.

    Also, how do you read these ini files?

  • I don't want overlaps of the same sound file.