sqiddster's Forum Posts

  • It is very dangerous to use Set X to X + 4.

    Instead, use Set X to X + 240 * dt.

    This 240 * dt replaces the 4 and allows your game to use framerate independence. This is also essential if you ever need to pause your game.

    Click here for a nice tutorial on it.

  • Doesn't the sine behavior do this already?

    Good idea, but what improvements does it offer over sine?

  • Excellent, Kyatric. Makes sense.

  • Specify the correct number of images in the strip. If that does not work then the images are of different sizes and that will not work.

  • Chances are easy. Use the random() function.

    Make instance variable gold_chance.

    So when monster dies set instance variable gold_chance to floor(random(2)). This will give you a number of either 1 or 0.

    if gold_chance = 1 then drop gold

    if gold_chance = 0 then drop no gold.

    Hope I helped!

  • If you put it in a sub-event and not in the first 'branch' it should automatically turn into a local variable for that 'branch'.

  • No problem!

    thanks.

  • I have not really seen any good tutorials regarding the anchor behavior.

    I have a HUD sprite, it is a specific size. I want it to stay in the bottom centre of the screen however I want to be able to adjust the position at runtime (by y = y + 2 etc).

    How would this be achieved?

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  • The problem with the solid one is the fact that objects directly adjacent do not count as overlapping.

    A good way to do it is to have an invisible detector object,non-solid, extending below the player, always set to the position of the player.

    When this overlaps, put in your bounce code.

  • Hmm, interesting. Very interesting.

    It still happens to me:

    <img src="http://i.imgur.com/O5Jga.jpg" border="0" />

  • I have discovered a curious issue.

    I am trying to make a simple wall-following method. It is going well. When you test it out as-is it works almost perfectly. Try it here.

    Drag the target around and the enemy should seek you.

    dl.dropbox.com/u/41931267/Pathfinder.capx

    However. If one adds any more copies of the enemy, horrible things happen. I am NOT using global variables, so that isn't the problem.

    The main issue is the fact that the enemies are getting stuck in walls. With multiple copies of 'enemy' it is easy to reproduce the bug.

    Is it a simple programming error? or a native bug?

    Interesting...

  • OK, sounds good.

    When talking about ', I was sort of referring to the fact that every character has to be the same width, making problems for . , : etc. I suppose it isn't that much of an issue, however, looking at the characters in the post editor which are also all the same width... ;)

  • I am very excited about scirra's recent experimental integration with PhoneGap.

    However I have a few questions (Keep in mind that I do not know much about this technology) If any of you know the answer, I would be happy to be enlightened ;).

    1. You note that the browser still powers the apps even though they are 'native'. What sort of performance limitations does this bring up?

    2. Will the service cost money in the future? as in monthly payments?

    3. You also note that only one sound will work at a time. Is this a limitation that will never be fixed or a simple missing feature?

    Thanks, sqiddster.

  • It looks great, well done, however I see a few problems with it.

    1. scaling up looks really and blurry. If I want to use a pixelly font I guess I have to adjust it in photoshop.

    2. I see artefacts around the edges of the boxes when scaling up

    3. Characters like ' seem impossible to use without something like 'this is a text '.

    Otherwise, superb! C2 at the moment does not have good font support.