Kenthria's Recent Forum Activity

  • Your text box is probably not large enough to hold the number so it will appear blank when played.

    Resize the text box.

    If you are not using integers you will have a number with many decimals after it depending on what you are using the variable for so you may want to set it to integer.

    Hm im not able to round(value). I did try a big box though and it was still blank.

    The actual variable is default 1. And is changed to textbox test so it should stay a whole number.

  • I have tried set text to : variable. However it just turns the textbox to be blank.

    It is a number text box.

    I set the set text- to every tick just to check its nothing else. When testing, I press the up arrow to add 1 value, and it is immediately wiped again.

  • I'm finding that when I set a textbox to a global variable it makes it blank. Whipes all text.

    The textbox type is Number.

    set text was placed in a load of code. So i brought it out, set it to every tick to test, and it now cannot be set to 1, confirming that it is setting to blank.

    How do I get the textbox to a global variable please. I want the box to remember last inputted number when recreated.

  • I am finding that I cannot change the textbox to a variable. Attempting to just makes it blank.

  • I assume the tiles are made of sprite objects and you are not using a tilemap.

    If you need to use for each, first set all the limiting conditions and to for each as the last condition. For each is slow so it is best to limit the instances it checks. With so many isometric tile objects you want to avoid doing for each unless necessary.

    Also why are you checking it every tick? What is the purpose of it? Is there not some particular triggering action that mandates a check which could trigger a function?

    Yeh they are. Isometric tile mapping was very difficult with C2. (i've read the 'tutorials' for it).

    I put trigger once but it was looping per tick somehow.

    Thanks for the advice I thought adding conditions would limit how many tiles it looks over. I guess if say theres 5 checks, if i make most of them branch off it will only check branch 2 if branch one has been met which should help. If that makes senses.

    I've found a kindof way around but it isn't ideal. Checking tiles by cursor position.

  • My game has 5300 isometric tiles. Checking them all is a huge task for the game- dropping fps by 40 for each event that does this every tick.

    Currently to check the instance variable of a tile, I have had to use 'for each tile'- causing it to check all tiles every tick, even if include- Trigger once.

    Is there another way to do this?

    Thank you.

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  • When i export with all but Kiosk mode on and i click to toggle to fullscreen my taskbar is still over the game.

    When i export with just Kiosk mode it automatically puts the game fullscreen but again behind the taskbar. If i then cancel fullscreen it disappears from the taskbar and goes right above the desktop but uninteractable like it's frozen?!

  • It's not a bug, it's a limitation of how floating point numbers are stored on a computer and some rounding.

    What happens is 0.2 can't be percisely represented in floating point so numbers are slightly off when doing math. It's much like how 1/3 takes an infinite amount of decimal places in base 10. It happens that 2/10 takes an infinite number of binary bits and floating point only has maybe 50? I forget exactly.

    Look at the accuracy problems section here for more of a read.

    https://en.m.wikipedia.org/wiki/Floating_point

    You probably can find some more explanations by using the forum search on the bugs forum with the keywords floating point.

    All other software that uses floating point numbers experience the same result. The difference sometimes is when putting the number into text they often round the result to say six decimal places instead of the 15 or so seen there.

    Thank you for the explanation <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> certainly difficult for me to get my head around lol. All i can do then is really round to the right decimal value (0.1) after each calculation is made.

  • Thank you for the link. That works. Doesnt solve C2's issue but its a work around for now.

  • No your number *0.1

    1*0.1

    2*0.1

    3*0.1

    What Im saying is that if you need to have your value in the tens position multiply a whole number times 0.1

    Or another method:

    Which number of mine?

    Did you download the capx? If one is added to the population the food rate must drop by 0.2 once. If a farmer is added the food rate increases by 0.4. On a click by click basis.

  • Whats 2*0.1?

    0.2. Not dismissing the horrendous bug.... but how could using 2*0.2 be used to do 0.6 + 0.2, or 0.8 + 0.2?

  • If you want accuracy you will have to stay above the tens decimal position.

    It's insane though that a calculation that takes nothing to work out in my head, C2 is getting wrong. If C2 cannot do 0.2 + 0.2 all hope is lost.

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Kenthria

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