RamPackWobble's Forum Posts

  • Not sure if you can (hope I am wrong)

    Maybe you could add two sine behaviours - use one to go in and the other identical copy on the way out (not tested). Hope you don't need to go back and forth

  • I have one - well my better half has one. Had it about 6 months came with about 10 games and I am on PS Plus so we probably have downloaded (to the ps3 not yet transferred to vita) another 6+ games . After the initial novelty factor it has hardly been used. In fact I would be surprised if "She who must be obeyed" has even turned the vita on for 2 months !

    But I am planning on getting a ps4 so hopefully the integration with that will help...

  • Lordshiva1948 - Thank you.

  • looks good, nice and smooth. The arrows on the left menu (the up/down arrows) could be a bit slower/smoother maybe ?

    The scrolling text at the bottom appears to have worked out quite well ?

  • would this plugin by rexrainbow help ?

    (Not tested)

  • Here is a starting point for you to look at.

    edit - altered to add comments and include dt to make it run better on all systems.

    edit 2 - altered to add wrap and to speed it up a bit..

  • So I think I can say that I am in the majority who find swearing more troublesome in a video game than we find violence ?

    I am going to try to remember to have a hero/villain character say "dagnabbit".

    Many thanks for the comments.

  • Thanks for the link - I've just lost about 40 minutes sat watching. Entertaining and informative.

  • Stick all you keyboard checks into a group and during this automation deactivate the group ?

    Not tested - just a thought. Might also need to set up your own key checks (turn off the default ?)

  • True - so you could also include a check for that and then pick one at random ? But, what is the chance of there being 2 or more with the same chance and would it matter if it picks the lower one in the list ?

    This is the method I've used in the past and it worked for me - maybe you can take the idea and alter it to your needs or maybe you need another approach.

  • by going hi to low with

    100%(returning 1)

    90 %(returning 2)

    80%(returning 3)

    70%(returning 4)

    60%(returning 5)

    as probabilities with the "found" being 75%

    then first time 100 would set the return to be "1" but this would then be over written by the 90 setting the return to be "2" which would then be overwritten by the 80 setting the return to be "3" the 70 would not alter the return value nor would the 60 so the return ("3") would indicate it fell into the 80% range...

  • The way I do this is

    step through each probability from high to low ( the high to low bit is important)

    on each step I set the return value appropriately.

    lets take your first example -

    80% 60% and 30%

    so you would step through these in high to low order

    and lets say our percentage to check is 50%

    so it would pass the first two (< 80 and < 60 ) but fail the third.

    If you have 3 or 10 possibilities it makes no real difference (providing they are all different)

    In your latest version you would need to take your (5 ?) possible % and pass them (hight to low) to a function that just does the above. This function would be probably be easier to write if you had a fixed number of possibilities (5,8,10, whatever) even if some of these possibilities were just padding.

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  • I agree that in 99.9% of cases adding dt every tick to a counter will give you an accurate time - but , if I understand it correctly, if your fps drops below 10 fps then dt will not work any more as dt is not allowed to go above 0.1 so your timer will start to slow. I don't think very low fps affects the time/wallclock ?

  • I would set a variable at the start of the loop to wallClock and then ever x seconds (or tenths of a second) compare the "now time" against this stored time. This way you should get a very accurate time.

  • Could you not just set a boolean (false if no wall true if wall - set at an appropriate time) and use this to decide on the attack action?