BROO's Recent Forum Activity

  • Once I install Construct with there "C++ and DirectX", there no further need to install them with updates. Don't worry, even if they are needed, they are always available in Construct directory:

    • vcredist_x86.exe
    • dxwebsetup.exe
  • 1. Always
    -> Sprite: Add (Sprite('myVal') > 0) ? 1 : 0 to 'myVal'[/code:vwitaakp]
    
    Even if I write (2 > 0) ? 1 : 0
    It goes wrong.
  • Maybe use function that'll decrease vitality only when damage is big enough:

    v < k -> f(v) = 0

    v >= k -> f(v) = kmv

    You can check condition like "v >= k" inside expression.

    So doing damage would looke like this:

    Add to ('damage') value:

    (obj('v') >= obj('k')) * obj('k') * obj('m') * obj('v')[/code:3eve90fb]
    
    (obj('v') >= obj('k')) - this'll get value 1 or 0 depending on its logical value.
    
    Appaerently, syntax Cond?ValIfTrue:ValIfFalse crashes at my machine. Is this a bug?
    
    These above aren't examples of how does formula should look like. AFAIR kinethic energy has part coming from its linear velocity (1/2 * m * v^2) and angular velocity (1/2 * I * w^2). If you have rotating object, collision with ground makes damage proportional to Sum of there two elements.
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  • deadeye: I thought your avatar shows a guy with headache.

    Drasa: Now that you mention it, he does look like Black. I though it was shounen bat from Paranoia Agent (even though this anime doesn't have manga adaptation :-/ )

    Ashley: Word "Brilliant" kinda resembles you ^^.

  • First: I'm not quite sure how bumpmapping works, but if you pass in it such parameters like X light and Y light, then you should count these values as a mean value of X positions of all bullet objects (and the same goes for Y).

    Second: Use container, it's made to making few objects referencing to each other when at least one of them is chosen.

    More info:

    http://apps.sourceforge.net/mediawiki/construct/index.php?title=Containers

  • These math formulas looks scary only because variable names are so long ^^.

    I'm NOT an expert, TGF knowledge has for me very little use in Construct. Since Cons provides full support for making events like "if-else" and "binary AND and OR", you can consider writing project in programming language to make "pseudocode" before working with events.

    In Construct I haven't been able to put events exactly in the place where mouse pointer is (they always show at the very end). Someone knows any trick to put them in right place with "insert event"? Adding events and then moving them from bottom to top is VERY annoying.

  • I don't quite know where's the option to execute file, but anyways try using \\ instead of So it'll be like this:

    C:\\update.exe[/code:29saujqh]
  • I don't see anything wrong with collision detection mechanysm in Construct. In this posted CAP this movement is so fast it can make this blue dude go inside the black black bar. And once he gets into overlapping it, there's no way any collision with new instance of black bar can be handled.

    Try setting framerate to "Unlimited" from Application's properties and you'll see that when FPS are much higher then movement per frame is not that fast.

    This problem is similar to this one:

    http://apps.sourceforge.net/mediawiki/construct/index.php?title=Time_Delta#Drawbacks

  • 6-10: from 6 times to 10 times (counting ticks with profiler), 10000 loops is surely to little, will try another time with more loops if there'd be need for it.

    Thanks for reply. I'll stick to making code as easily managable as possible ^^.

  • And the problem would be with unicode character support on MsWin?

  • I've made a little test focusing on speed of executing Function's Aliases. AFAIR:

    First version:
    
    1. Start Of Layout
      -> For i=0;i<=9999;i++
        -> Text('myVal') < 10000
        A: Text('myVal') += 1
    
    Second version:
    
    1. Start Of Layout
      -> For i=0;i<=9999;i++
        -> "LowerThan10000"
        A: Text('myVal') += 1
    2. On Alias "LowerThan10000"
    -> Text('myVal') < 10000
      -> Function Return true[/code:1qafizij]
    
    And Second version's working time was 6-10 times slower . I've been planning on making very complex engine mostly built of "Call Alias". How does "Call Alias" differ from direct conditions when it comes to generate runtime version of game made in Construct? Should I try to minimalize usage of CallAlias in vital places?
    
    There was a discussion regarding using "constant string" and "alternable string" for "for" loops, does this have anything to do with Function's "call alias" (and call function as well)?
  • You can add animations only for Sprites.

    If you don't have "Animation" tab available (basically the "Layer" tab is opened), search for adding "Animation" tab menu (don't remember which one, but you'll find ^^).

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BROO

Member since 30 Aug, 2007

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