Zygorithm's Forum Posts

  • 1. Cloud save to Google Play, iCloud, and Steam.

    2. An easier way to implement virtual joystick touch controls like Final Fantasy IV.

    3. A simpler way to create a grid scrolling game like Zelda or Pokemon. The current tilemaps don't provide that much in terms of walk permissions or front-back depth.

    4. Actions over time. Instead of just set position to x,y, I'd like something like glide to x,y over z seconds. It would make designing the UI a lot easier. Even Scratch had stuff like that.

  • Packaged applications like .apk have all their assets pre-loaded. But the audio component says it downloads the sound files from a server. Can a packaged application just play the sounds and music without downloading them or do I need to code some kind of server?

  • Well, I ended up assigning list 2 elements to a temp array and looping the elements in list 1 to compare against temp. I created a local variable for the length of temp list. Then I created another local variable for how many matches I found. Then I looped through list 1 and added 1 every time there was a match in list 2. If the number of matches equals the length of the temp array, then it returns true. As for expensiveness, the temp array size and list 1 size will never exceed 5 or have any duplicate data so I think it could be done reasonably quickly.

    Thanks for everyone's help!

    Construct 2 does not have any way to isolate array functions to a Z subsection of a 3D array (at least not that I can see from the documentation), which would have made things a lot easier.

    Also, Construct 2 should add booleans. It's very strange having true and false as strings.

  • Are there any functions to help organize alphabetically?

  • I want to check if list 1 at least contains all of the items in list 2, regardless of the order. List 1 could have the same elements in the same order, the same elements in a different order, or the same elements with additional elements and it should return True.

    How would I do this?

  • How about something like if player.x != touch.x && touch.x != 0: set Vector X to ___

    And same for Y. It doesn't need to be on a loop even. But if the car is supposed to automatically come to a stop upon lifting the finger then you would need to add the inverted version of the above then: set Vector X to 0.

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  • Width 100, Length 20, Depth 10. I checked to make sure array size wasn't the issue.

  • I have the code set up like this:

    Set EnAttackID to EnemyProp.At(EnemyIndex, 3, EnemyProp.At(EnemyIndex, 7, Phase))

    The debugger tells me at the moment this happens, EnemyIndex is 0 and Phase is 0. The value at 0,7,0 in EnemyProp is 0 and the value at 0,3,0 is 0. But the debugger shows this value setting to null. I even tried just using EnemyProp.At(0,3,0) but it still went null. Only when I put Set EnAttack ID to 0 did it actually work. Why is this happening?

    EnAttackID, EnemyIndex, and Phase are all local variables and do have the proper scope for this function.

  • I'm considering getting a Mac but I've heard mixed results about Parallels 9 and OSX 10.9.

    Can the community tell me their experiences with C2 on that configuration of Mac? Has anybody been able to get it working? If so, how?

  • Thanks. Is there any way to convert from an excel file?

  • First I need an array to store all the properties of spells so it needs to be permanent and present throughout all layouts. Array is like an object type not a variable so how do I preserve that data between layouts?

    Also, the array is getting very long so how could I just preset the values of the array instead of putting it in one by one in the actions?

  • And how do you get the current gameWidth? Everything I've tried only gives me the pre-scaled coordinates.

  • I have something set to when TouchStartX < 960 (because the layout is set to 1920 x 1080) but when it's displayed on a lower res display, even when TouchStartX is greater than halfway across the screen horizontally it still triggers because it's counting the actual resolution of the display. For example, if the display was 1280 x 720, the condition should trigger when X<640 on the actual display. But the problem is that the layout coordinates don't scale even though the layout itself scales everything in it. How do I either make layout coordinates scale or detect the display resolution?

  • I currently have it set up so pressing Z fires a regular shot. Holding down Z makes the charging animation visible. As a subevent, every 1 second if z is still pressed it increases the charge state by 1 and sets the charge animation to its corresponding level.

    Both pressing Z and releasing Z resets the charge state to 0 and releasing Z fires off a regular attack if the charge level is not 3 and fires a charge shot if it is 3.

    The problem is that just pressing Z shouldn't make the charging animation visible and add to the charge state, but pressing Z keeps making the charge animation visible and sometimes increases the charge state and sometimes brings it back to 0. It seems the code is conflicting. How do I resolve it so pressing Z fires a shot and only holding down Z starts showing the charging animation and increasing the charge state?

  • I want to add a back jump in my game where you face forward but jump backward and leave multiple residual image shadows as you jump back. Kind of like this but with jumping back not dashing forward.

    Is there any way to create this effect through the event sheet or does this just have to be manually added to the sprite image?