RafaelMatos's Forum Posts

  • Hi, guys. I'm trying to use this plugin, but it doesn't seem to work. The plugin tells me that my browser is supported, but it never works

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  • The most straight forward approach to this is to create multiple collision boxes for the same character and pin them to his fists and legs, disable their collision check and only reactivate on specific a frames when the animation indicates that the character should inflict damage to the enemy. You don't need to eliminate them everytime you need to do damage check, just disable the collision of these boxes.

  • Thanks for the explanation.

  • I couldn't open your file to see what you are doing, but I'd keep things at integers as long as I could.

    Thanks. I've scaled up all my data to integers and I'm only using floating numbers in the calculations. I just don't know the best approach to this problem if we face a scenario where we just can't avoid them. Because, if we store them, for instance 0.6, and multiply by 10, the result would be 6.000000000000001. For that we can use floor but would need to count the decimals to know if it's 10, 100, etc . That's too much work for simple calculations, which brings me the question: do you know what's the most common approach for this situation?

  • This has been discussed many times before. Computers can't represent floating point numbers accurately - it doesn't matter how "simple" they may seem.

    https://en.wikipedia.org/wiki/Floating-point_arithmetic

    If you don't actually need floating point, try to keep your numbers as integers, and scale them to floating point at the last moment when really needed. (That is, multiply by 10 initially, and divide by 10 latter, for example).

    So I need to scale them to integer before calculation? Would be ok to store them as floating numbers?

  • Hi, the problem is simple. As you can see below, that is weird and it's giving me even more weird results in my main project. Am I high? c3p: drive.google.com/file/d/11S2bQsb0jEzPCe77zoOTxEuunbJJlR-V/view

  • This code is running fine, but not in debug mode. The event at line 213 is entering infinitely, but I'm not colliding with any of these objects, while 214 is not entering a single time. I have no clue what is causing this because it wasn't doing that yesterday and I didn't change anything regarding to that routine. Also, even If changed something that affects this routine, why It only happens in debug mode? I'm really confused about this.

    edit: I was using the line 213 directly, but I separated them and created this function just to test and show more clearly what is happening

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  • Really cool animation. I wished I could create fluid anim like that

  • experimenting with a side project that I'm forcing myself to only work on during the weekends.

    Nice. Are the animations done by events or hand drawn? Also, this project of yours will be multiplayer? If so, are you using the built-in plugin?

  • Ashley It happens sometimes when you open two projects and copy a function to another project. Sometimes It works and sometimes treats it like It was the same project so It increments the function's name, generating invalid function calls. I'll send to you by email then.

    It happens in beta release too. I've tested with the other project which doesn't load but I still can open it. Both projects got this problem because I started to copy functions to them. I'm quiet certain that the problem has to do with it.

    edit: I just sent you the email

  • Ashley I'm seriously angry because I've spent 1 week trying to find a bug in my project which resulted in black screen. In debug mode it was all loaded, but nothing was showing.

    After 1 week I've gave up and tried another project, the same happened. Now that I had a clue about what was causing all of this, my project now fail to load every time.

    So, I find out we have a really serious problem about the new built in function when you start to copy functions from one project to another. It results in invalid functions calls and somehow is blocking the entire game to load, but this time I can't even start my project.

    I genuinely expect a quick solution to my problem. It's an absurd. I've so little time to work on my projects and now, in the middle of the weekend, I can't do sh**t because a project breaking problem like that is in the stable release.

    And before start with ceticism and say I'm using loops wrong or whatever, I can provide the project for a quick solution, just tell me how, please.

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  • I tried. Nothing changes.

  • I'm trying to use nwjs for the first time in C3 but nothing seams to work. Write files, retrieve user's folder, show folder dialog... nothing works. Should I do something else before using nwjs plugin?

    It only works now after exporting?

    Tagged:

  • Asmodean Now it works but replacing the:

    -> System: Set myUnixtime to Browser.ExecJS("Date.parse("&DateV&")")

    with

    -> System: Set myUnixTime to Browser.ExecJS("new Date('" & DateV & "').getTime()")

    Thanks for your time. ^^

  • Elliott But this way I'm getting the current date, I need to get the date informed by the user, which doesn't mean It'll be the current day.