R0J0hound's Forum Posts

  • To see how fast your computer is compared to others you could use a benchmark like this one:

    https://www.passmark.com/

    As an example my computer is in the 25th percentile, which means 75% of computers are faster than it.

    You could show a recommended system requirements for your game like you see many titles do. I'd imagine they may test the game on a few computers first to get a better feel for it. Or you could just release the game and if you get a lot of complaints about performance you could attempt to optimize more.

  • If you set the text as the first index then you could just use the sort action.

    As is the first value is a number so it would be sorted like this:

    1,5,Grape

    3,6,Grape

    3,5,Pineapple

    5,7,Apple

    10,4,Grape

    but if you set the array up like this:

    grape,1,5

    grape,10,4

    grape,3,6

    apple,5,7

    pineapple,3,5

    then sort would do make it like this:

    apple,5,7

    grape,1,5

    grape,10,4

    grape,3,6

    pineapple,3,5

    Besides that you could implement your own sorting. "bubble sort" is probably the simplest to do just look at wikipedia for some psuedo code. But it's probably easier to just rearrange your data and use the sorting action.

  • The load image action replaces the animation frame which is used by all the other instances. You could create a bunch of tiny blank frames to use for this purpose. Basically just switch to one of them and load the image there.

  • You can use the delete action if you want to it to look like this after removing the x index starting with 3. All the y and z indexes with the same x will be removed too.

    1,6

    2,7

    4,9

    5,10

    Adding values to the array is simple as making the array size one bigger and setting the values at the bottom of the array.

    However if you want just the values directly below three to be shifted up like so:

    1,6

    2,7

    4,8

    5,9

    0,10

    Then you need to define and empty value like 0, and you need to shift it up manually.

    var x=4

    var y=3

    var z=0

    repeat array.width-x times

    --- set array at (x+loopindex, y, z) to array.at(x+loopindex+1, y, z)

  • Check the value of "self". It's saying that it can't get "trigger" from undefined.

    So my guess is "self" isn't the right value.

    self.runtime is probably undefined so you can't get further values.

    You can even use the browser debugger to stop at that line so you can inspect the values.

  • It appears to be a feature of chrome/nwjs that uses a color profile to adjust the colors. Here is a previous discussion on it or something very similar:

    As I recall if you look at the Windows display settings there is a color profile settings tab for the monitor that lists color profiles installed. It really just depends on if one was installed with your driver or not. You can remove them too.

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  • You may be able to use distance joint to attach moons into orbit, and maybe remove the joints when something hits it.

  • Odin

    Only the part of the tilemap that is onscreen will paste, and since the player is offscreen nothing is drawn. That is done by C2 by design and under normal circumstances it reduces the render load. It isn't ideal for the paster plugin though. I found a workaround that involves leaving the paster object on screen and instead move the tilemap object.

    Such a workaround should probably be built in but I've lost interest in working on plugins unfortunately.

  • Zebbi

    I haven't used the raycast plugin so I don't know if there's anything amiss. Picking the newest uid should work but I guess it depends on how you do it.

  • If it's any consolation I don't understand how it works either. It was pulled from a stackoverflow solution where someone else came up with it. I probably should dissect it sometime to understand how it works. Anyways I'm glad it helps.

  • You could try this:

  • repeat tockencount(text1, newline) times

    system compare: tockenat(text1, loopindex, newline) = textbox.text

    --- set text2 to loopindex

    --- stop loop

  • justifun

    You could just calculate the control points automatically.

    Here's an example of an expirement with that

    https://www.dropbox.com/s/gzu9sb0xd9y1s ... .capx?dl=0

  • "Universal gravitation" is the formula you'd want to look at to do the gravity force between two objects.

    Force = G*mass1*mass2/distance^2

    That's the magnitude of the force, the direction is toward each other.

    Now an object will orbit another if it's velocity is perpendicular to the direction of the other object and it's speed is sqrt(massOther/distance).

    Here's my test of it:

    https://dl.dropboxusercontent.com/u/542 ... imple.capx

    Now I haven't played solar but considering a good orbit just doesn't happen then I suspect that some additional force is used to steer the smaller objects to get in a good orbit.

  • There are two places that function is called

    Events 329 to 332 for the first screw

    and events 318 to 321 for the following screws.

    It can be obseved that no function call works in events 329 to 332. Explination? The function object isn't picked, and the cause is the "or" event on line 323.

    Comment and link to new bug: