Telyko's Forum Posts

  • Hello there I just wanted to comment on this aspect of game design. There are lots of games out there using this mechanism of "wait x minutes/hours to be able to play again". It has to be used in a smart way because if you study game design psychology and rewards system for the player, you will find that some mechanisms can be very frustrating to the player. And you don't necessarily want that, unless you've created Flappy bird, in that case Frustration is basically the core of your game, but I mean, it's ok to get the player frustrated if there is a real purpose for it besides simply telling them "you are locked out of the game for X hours, you'll be able to play again later". It doesn't serve any real purpose unless you're trying to create rarity and everyone knows what's rare is coveted. There might be another way for you to make the players go back to your game after a short period of time than simply "locking them" out of the game.

  • Hi there! Have you given a look at this excellent tutorial written by Ashley ? https://www.scirra.com/tutorials/73/sup ... reen-sizes

    Depending on the format in which you export your game, several tools are available to you. The best thing I could recommend would be to export it using Cordova, then download the Intel XDK software, and within it, you have a Simulate tab which will allow you to choose different phones and tablets between android and iOs. It will simulate how your game will look on each screen.

  • Hello dear community of C2

    I have a complex (for me) maths problem that I can't wrap my head around... I think it must involve using lerp(a,b,x) but I'm not quite sure how to achieve this..

    I have two objects. Object A must influence Object B.

    Object A moves from speed 0 to 100

    Object B has a size of 36 x 36

    Now I want the size of Object B to adapt according to the speed of Object A on a scale.

    The fastest Object A goes, the flattest and widest Object B gets. when Object A's speed is maximum (100) Object B must have a width of 150 from initial width of 36

    and height of 3 from initial height of 36 (kinda like a jelly cube which would flatten and spread then go back to its original size.

    So when Object A's speed = 0 Object B size = 36 x 36. When object A's speed is 100 then Object B size = 150 width x 3 height

    Which gives us:

    OBJECT A SPEED RANGE: 0___________________________________100

    OBJECT B WIDTH RANGE: 36_________________________________150

    OBJET B HEIGHT RANGE: 36__________________________________3

    If Object A's speed = 50, then Object B Width should be 57 and Height 16,5. How can I obtain both those numbers dynamically? I'm pretty sure lerp must be used..

    I'm not sure if the example I've used is very clear. My brain is melting even tho I suspect it's not THAT complicated

  • Had the same issue. Couldn't export anymore. You should remain with the 227 version of C2 and 3400 of XDK.

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  • Double-Wow...

    That is one hell of an analysis you've done there! Sir, I applaud you with both hands.

    Perhaps the proper equation will be corrected in a future C2 version? (If my understanding of the thing is that it's "simply" maths that can be adjusted.

    Also, kinda related, something awesome I discovered a few days ago: https://www.youtube.com/playlist?list=P ... 61509B4EB5

    Wish I could do like in Matrix and speed-learn all of it...

  • I totally agree to this. That would be a very useful feature.

  • It would be very useful, because sometimes when you're simply adding different elements and calculations, you just want to see if what you have in mind corresponds to the right value and not have to run a test each time to correct and adjust things.

  • I'm trying to understand: so you want to be able to type an expression or variable into the input box and have the debugTxt show the value of the typed expression or variable?

    Exactly. I'd like to type in the InputTextBox: ViewportLeft(0) or OriginalWindowHeighth or Mouse.X and have the DebugTxt object display the result.

  • Hahah, I like the way you think! ^^ That would, indeed, be quite a hassle mapping every existing expression of C2.

    I guess I will just use the external included Debugger. *sigh* Thank you for your help anyway!

  • Thank you for your answer Whiteclaws, however I wish It was that easy.

    I think I made a mistake by using the word "Variable" instead of Expression. What I need to do is: Write in InputTextBox: Mouse.X and have TextFrame1 to display: 1453.46787929 or whatever. Do you see what I mean? A way to have an expression in an InputTextBox interpreted somehow and translated by the TextFrame as the result of that expression.

  • Hello everyone!

    It has been a while since I posted. I need your help knowing if what I'm trying to achieve can be done.

    I have created a simple Input TextBox. and a simple Text. Is there a way for that Text to display the content of the Input TextBox if it is a Variable?

    Let's say I do:

    • On Every Tick: Set GlobalVariable called "DebugText" to TextBox.Text
    • On Every Tick: Set Text.Text to DebugText

    I can't figure out how to make this work. If I write Mouse.X in the Input TextBox I'd like the Text object to render the mouse.x coordinates, not "Mouse.X"

    I know I could use the Debugger option of Construct 2 but I'd like something lighter and .. on-demand if you see what I mean.

    In advance, thank you for your help !

  • You are both absolutely right, and I totally forgot about containers. Thank you very much to both of you!

  • Problem Description

    I am not entirely sure this is a bug, perhaps I'm doing something wrong but that surprises me and I've tried lots of things.

    I have a character object with a variable. I create to instances of this character and assign a different variable to each 1 and 2. Then I attach another object a shield to these characters.

    And I create a box. I tell construct:

    Condition: Character with variable = 1 + When shield touches box + Pick instance where Character has variable n°1 = Simulate character Jump

    Condition: Character with variable = 2 + When shield touches box +Pick instance where Character has variable n°2= Simulate character Jump

    The issue is that both characters jump at the same time despite the fact that there is a Pick instance where... Am I doing something wrong?

    Attached a Capx : http://s000.tinyupload.com/index.php?file_id=93936619249368586189

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