linkman2004's Recent Forum Activity

  • A 50/50 chance would be random(1), where the out come would be either 0, or 1.

    So if random(1) equals 0 do this,

    and random(1) equals 1 do that.

    Note each time you do a comparison using random it will generate a new number. If you want to choose from one "roll" you will need to save the out put to a variable first, and then compare the variable is = 1, or 0.

    Random(1) always equals 0. Random(2) would would equal either 0 or 1.

  • I usually load the file into a list box, then I can loop through each line and process them individually. Alternatively, you can use the Text Manipulator, which also has support for reading one line at a time, but it's not as straight forward.

  • You can use the Random(x) expression to get a random number. To get a number within that range, you would subtract from your private variable -- using the subtract from private variable action -- this expression:

    Random(10) + 1

    One thing to know about the Random(x) expression is that it returns one of x possible numbers, from 0 up to, but not including, x. So Random(10) will return a value in the range of 0-9. Thus, adding 1 to this will bring the minimum up to 1 and the maximum to 10.

  • Windows controls, like the button object, tend to still control input from everything else, so I'd recommend against using them in a game.

    In their place, you could always try using my Sprite Button plugin, which allows you to make custom buttons of all types, and doesn't have the control issues that the standard Windows ones do.

  • Not to bump, but I think you should be able to add animations, like the bone tool. When I drag something on the bone to, to make a part bend, it snaps. =/

    The only purpose this plugin has is to make simple, realtime IK chains, so animations aren't something I'll be adding. And what do you mean by snapping? I'll take a look if you can provide me with a CAP file.

  • This was a known problem with Advanced Camera, and one of the main reasons that I recommend against its use. MagiCam doesn't have this problem, as I confirmed by using it in place of Advanced Camera in your CAP. I'd suggest giving MagiCam another go, then letting me know if you encounter any problems.

  • Sorry to tell, but dont use advance or magic cam in youre game, it screw your game with bugs, thats my experience, if it was working bug free, it was a awsome pluging but sadly its not, I had no bugs in my game and the game code is pretty large, when I implented magic cam I got such strange bugs so I changed it all to Advance Camera and still got al the strange bugs, then I removed Advance Camera and I had no bugs any more, but now I need a solution to have something similair as advance camera or magic cam because if it works bug free its something you always need in your game (in my situation for sure)

    designer of magic cam, you try to make something cool but sadly it screwup my game, hoply you know how to release it soon bug free, because the way its now you only hurd designers, please dont feel upset, I only give my true opinion and hope that you can create for us a stable version

    Regards Steely

    I can't fix bugs if I don't know about them, and I'm not aware of any major bugs that interfere with functionality. If you can give me some examples -- using MagiCam, as I'm not developing Advanced Camera anymore -- I'd be happy to take a look, but as it stands, I can't fix what I can't see.

  • I think I managed to achieve what you want using a simpler equation. Just use these for the MagiCam position:

    Minimap.MapToLayoutX(MouseX("UI") - Minimap.X)
    Minimap.MapToLayoutX(MouseY("UI") - Minimap.Y)[/code:1kihh9jn]
    That worked fine for me.  I couldn't figure out what was going on with the other equation, although I can take a few guesses.  If I have time, I'll take a deeper look into it.
    
    I hope this helps.
  • Just to clarify, you're wanting the view to jump to the location that you click on on the map, correct?

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  • I didn't even realize it worked that way, as I always use the appropriate variable type for what I'm doing. I vote for strong typing.

  • Khalan - If you don't mind sending me a CAP file with the problem, I'll check it out for you.

  • Set the text rendering mode in your application's runtime properties(click on the application in the project bar, runtime properties are on the right) to aliased. That should work for ya.

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linkman2004

Member since 15 Jan, 2008

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