Jayjay's Recent Forum Activity

  • there's a reason Scirra hasn't messed with 3D yet.

    Actually, they did some great stuff in CC regarding 3D boxes, importing 3D OBJ static models, and mesh distortions. Between those three things you can make a full 2.5D game like GTA 1&2 or Wolfenstein/Doom <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> (or Quazi's awesome MEGA THUMB game: http://gamejolt.com/games/arcade/mega-t ... atch/3161/ )

    I agree that 2D should be the focus for the near future, but it's good to have ideas for the future too <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • doing online scores means you'll probably also need to mess with PHP:

    You might have to work with PHP + MySQL to do a secured method of storing and retrieving scores, but you could also just use PHP to set the contents of a text file on the server, then download the text file with the Construct Classic HTML object

  • Is this what you wanted? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> https://dl.dropboxusercontent.com/u/471 ... Finder.cap

  • Well, the odds of them being in exact order and next to each other without any other numbers showing up is almost impossible to do faster than running the program for a long time (hours? days? years?). It sounds like you're trying to prove something like the Infinite Monkey Theorem: http://en.wikipedia.org/wiki/Infinite_monkey_theorem

    Which, is a cool project <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    As for a tick, they usually occur 60x a second, but you might be able to get more random numbers per tick by using a for loop

  • The main tricky part is "on the same order of listbox2".

    If I understand correctly you want:

    Random numbers added to listbox1 every tick (60x a second).

    Find the numbers from listbox2 inside of listbox1 (and if you consider order, it should be possible but is hard to explain)

    After all numbers are found, wait until 10 additional numbers are generated to listbox1, then stop.

    Is that correct?

  • Doesn't look do-able sadly <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> at least not through code/their API:

    http://stackoverflow.com/questions/2052 ... workaround

  • Do you mean like positional sounds? (they get louder and quieter as you get closer to them), or pure volume fade?

    If so, then the best way is to use a global variable for volume (eg: "MusVol"), maybe a second global variable for whether to fade in/out or not at all (eg: "MusFade", 0 for no fade, -1 for out, 1 for in), then a variable for how much to fade by per second (eg: "FadeSpeed").

    Code would look something like this:

    IF MusFade = -1 & MusVol > 0 THEN MusVol = MusVol - (FadeSpeed * timedelta)

    IF MusFade = 0 THEN MusVol = 100% (I forget exactly if it's in a value between 0-1, or 0-100, or even in dB where 0 is loudest)

    IF MusFade = 1 & MusVol < 100% THEN MusVol = MusVol + (FadeSpeed * timedelta)

    That's in pseudocode (not real code of any language), so things like "MusFade" would have to be written in Construct's way like: global.value('MusFade')

  • Glad to help

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  • I feel that it's an issue in rendering the icons of every object, as I only have a serious crash when expanding the objects tab in the project, or trying to add an event.

    Is there some debug mode option to turn rendering of icons off for testing?

  • What Newt is mainly saying is that your graphics card/hardware determines what size of textures/graphics you can use.

    However, the texture size doesn't mean that you can't make a game of 4k resolution, you can always upscale your game or increase the view area even if your VRAM usage is minimal. Since CC is DirectX 9 based I think it *should* work on a 4K monitor/resolution, but I have no way of testing that myself

  • Anytime

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Jayjay

Member since 18 Mar, 2008

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