linkman2004's Recent Forum Activity

  • It's generally wise to have an event sheet with the bulk of your game logic which you then include in the event sheets for your individual layouts. See the manual entry on Event Sheet Includes.

  • purplemonkey, I took a look and I know what the problem is. If I have time this weekend, I'll see if I can get a fix out.

  • The method you mention in your second post is likely how anyone would advise you to go about it(if everything is on one layout). If done right, it should prove to be a relatively clean solution.

  • davidross900 - No duplicate threads. I've merged your two threads asking the same question.

  • See my response to this eerily similar question from yesterday.

  • Either stop incrementing spawn time when it reaches a certain value, or clamp your random() expressions in events 1 and 2, as follows:

    (1) every x seconds | clamp(random(5-SpawnTime, 8-SpawnTime), 1, 8) | Create Object | enemy1
    
    (2) every x seconds | clamp(random(1-SpawnTime, 3-SpawnTime), 1, 3) | Create Object | enemy2[/code:3b12fxkd]
    See the clamp expression on the [url=https://www.scirra.com/manual/126/system-expressions]System expressions manual page[/url].
  • This behavior is natural -- event 1 evaluates true every frame that you're successfully connected to the signalling server. Going by the tutorial, it looks like you want to use "On signalling connected" -- which is a trigger -- rather than "Is connected to signalling server".

  • The link to your capx is broken.

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  • Do you have any other controllers plugged in? That could cause your PS3 controller to be assigned a gamepad index other than 0.

  • Nesteris, I didn't realize Tokinsom's demo involved layout changing. My original implementation separated a single layout into multiple areas between which the camera scrolled. The feasibility of creating a generalized plugin involving layout changes is unclear, and I'd have to think about it. There's only so much I can do, past which the feature is only useful to a tiny amount of people.

    The original context is gone -- this topic is now locked.

  • I assume you're talking about this tutorial, in which case you should read this other tutorial about delta time. The previously mentioned tutorial doesn't make use of delta time for object movement, resulting in framerate dependence.

    As an example from the tutorial, they use this framerate dependent expression:

    Pipebottom.X - 5[/code:1x7btbyk]
    Which, if you're assuming the game runs at 60 FPS, is equivalent to this framerate [i]independent[/i] expression:
    
    [code:1x7btbyk]Pipebottom.X - 300 * dt[/code:1x7btbyk]
    Which would move the pipe at 300 pixels per second, just as the first expression would if running at 60 FPS.  At a lower framerate, such as 30 FPS, the second expression would still move the pipe at 300 pixels per second, while the first would halve to 150 pixels per second.
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linkman2004

Member since 15 Jan, 2008

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