SoldjahBoy's Recent Forum Activity

  • Request:

    Objective: How to make incremental and random variables.

    Info: By incremental I mean something happening more and more often the longer time goes on, for example making an enemy spawn faster and faster throughout a level.

    ---

    By random I mean giving something a random variable with upper and lower limits. For example an enemy spawns but you want it to have a constant walking speed of any number between 100 and 150.

    Resource: No Idea how to do this, so no .cap I'm afraid.

    For your first question, you could use the X coordinate of the player as part of the random generation equation. The further along the player is (assuimng completely that the player is travelling to the right) the higher his/her X coordinate will be.

    You could do something like:

    (pseudo code)

    +Every random(10000)+10000 milliseconds
    +Player X is less than 200
    +Player X is greater than 0
    -Create enemy at X,Y
    -Set enemy speed to random(100)+50
    [/code:3dzuw2ql]
    followed by
    [code:3dzuw2ql]
    +Every random(5000)+10000 milliseconds
    +Player X is less than 400
    +Player X is greater than 200
    -Create enemy at X,Y
    -Set enemy speed to random(200)+50
    [/code:3dzuw2ql]
    
    There are probably better ways to do this, as I'm quite sure people will point out... but I come from the "Quick and dirty and get it done" school, not the "Precise and correct and optimised" school.
    
    ~Sol
  • I had this problem at once stage, and it proved to be a driver. It could, I guess, maybe, be a codec? You could try installing the latest k-lite codec pack and see if that fixes the problem. If the driver is indeed the problem, you can also try rolling back to a previous version of the driver...

    Other than that, I'm afraid I can't really suggest anything else that may help. Good luck mate.

    ~Sol

  • Wow cool

    I'm no good in conforming to timezones and stuff, so I probably won't be giving this a test run... but it looks really cool. You guys have done a really nice job on the graphics and everything. It looks like one of the old-school point and click adventure type games... I love those!

    Are you planning on releasing the full game for free or are you guys hoping to sell it?

    ~Sol

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  • Hey that's a cool ambient track

    Keep this up and we will ahve some tunes soon enough!

    Also, new public build has been uploaded, check the front page for details.

    ~Sol

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  • >

    > Adding a coordinate read-out would certainly be beneficial... even adding a "set hotspot" and "set imagpoint" by coordinates would be awesome, and equally as useful.

    > ~Sol

    >

    Not sure if I read properly but you know it does have coordinate read-out.

    Just only shows how px right, and how many down your cursor is.

    Yes I know this, but having the left and up coordinates would be helpful, especially when your objects (like mine) are mirrored to each other... it stops me from having to use math to figure out what right/down coordinates I am supposed to be using.

    ~Sol

  • Gah! OK, I guess I'll have to give this a whirl later tonight...

    newt, I like the way the revamp is coming along, it's looking really good!

    QuaZi, That logo is kick *** man!

    ~Sol

  • Seriously, what's going to happen *after* 1.0? I think the sky will crack open and procedurally generated candy will fall out.

    Hahahaha quote of the century right thar xD

    ~Sol

  • I would love to have a button to collapse all the groups. I use dozens of them and it would be very handy to have one button that could collapse them all instead of manually having to collapse them one by one to keep things easy to scroll through.

    Actually yes, this would be better than hiding groups. Having a "collapse/expand all" button would certainly be a nice feature.

    ~Sol

  • Yeah I came across a use for this today, trying to line up a hotspot on two identically shaped (yet different) objects. When your hotspot isn't in the exact centre of your object (or other alignment numpad spots) you have to use guess-work in order to make it the same across all objects.

    Adding a coordinate read-out would certainly be beneficial... even adding a "set hotspot" and "set imagpoint" by coordinates would be awesome, and equally as useful.

    Motion seconded!

    ~Sol

  • Nice tutorial

    Paralax is pretty easy, but for a beginner this can be an essential thing to give any game that touch of polish. Everyone has to start somewhere, and this tutorial makes it easy to understand how to make basic paralaxing.

    Good job!

    ~Sol

  • I don't understand why, but this makes my uber-rig cry (I get down to less than 1fps as well)... Something is seriously wrong with this cap, and I can't put my finger on it yet. going to try something now and see how it fares.

    *EDIT*

    As far as I can tell, there has to be a bug somewhere in this cap. It seems to be realted to your lerp call in the second to last event. I don't know enough about lerp to check your forumla, but the problem seems centred aroung that particular event.

    I've had no luck in pin-pointing the exact cause, maybe someone else will have better luck, but I would be prepared to ready this for tracker submission as a bug if nobody else can suggest a solution.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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