YetAnotherSuperhero's Recent Forum Activity

  • I need to know what the best method for this would be:

    My game has ships and their weapons use firing arcs. So if an enemy is in one of these arcs the weapon will auto-target, AND I want a lot of ships, 20+

    So, should I use a sprite to detect this (which would mean that the firing arcs are not customizable which I would rather avoid) OR values which could be customized, but maybe slower?

  • I just found a bug that was driving me crazy!

    I setup an INI file for saving purposes and each sprite has its own item which is a string.

    So it would look like

    [GROUP]

    Sprite1=Sprite1.x|Sprite1.Y|Sprite.Value('A')|Sprite.Value('B')

    And the problem is when I load and use GetToken(INI.ItemString("Group", "Sprite1"), 3, "|") to load the 3 token into a NUMBER variable of the sprite, Construct makes the variable to a STRING variable, which causes all sorts of problems when adding and such.

    I'll add 20 to Variable A which is already at 100, and instead of it being 120, it is 10020.

    I thought I'd point it out.

    Is this a bug?

  • [quote:1mvhoz63]how BIG does it have to be?

    Um, that's the thing HUGE. And I mean huge big. Thousands of pixels across, If the player comp can handle it. (It is a settable preference in the game)

    [quote:1mvhoz63]and whats the intended use?

    An area of influence between objects so the player can monitor the strength.

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  • Hi, maybe this was asked before.

    But, I need to draw a circle that wont get fuzzy/pixelated no matter what size. And it needs to VERY big so I can't prerender it and shrink it down.

    I thought I could do this with the canvas object, But I can't find it. And I remember in earlier builds of Construct a Circle.FX which might work.

    Any help?

  • I don't think that'd work.

    As an example generate a random value:

    0-30 -- 50% of the time

    31-60 -- 35% of the time

    61-100 -- 15% of the time

    not necessarily that but something similar.

  • Hi, I'm not sure if I made up a new word. But here's what I'm after:

    I want to generate a random value for a bunch of sprite's (0-100) which is easy, but the thing that has stumped me is, I want to make the high value more rare. So you could easily find sprites with random of 0-10 but would have to search a long time for 90-100.

    I know I could event out every factor of 10 or some thing like that, but does anyone know if there's an easy way to do this?

    Thanks

  • Where is the S plugin? I can't find it.

  • Can someone tell me how to use a seeded random?

    If I want to make a series of randomly placed nodes with a seeded random how would I go about that?

  • Whoops!

    I put the object in the wrong layer.

    I feel silly.

    Thanks! I'll get to work on this now.

  • So, I'm trying an Inheritance layer and game it a unique name and put that name in the field for another layer in another layout and nothing?

    Is there some trick?

  • Yeah, but I don't want to DESTROY them, I just have to or they carry to whatever other layouts you go to. And the reason I wanted to use global, is to keep down on the number of object. Otherwise I'd need a button object for the options layout, the store layout, etc. with a lot of GUI elements it'd get messy doing it that way.

    And this is a big project so I'd like to keep it as clean as possible.

  • I've got a Q,

    I'm making my own GUI, which will have things like slide bars and buttons etc. So a fare amount of code is needed to make them work. I was thinking I could do it with global objects and include an event sheet. BUT, they seem to carry over between layouts and if I destroy at the end of a layout they don't get re-created (I have an event to create them at start of layout in the right position.)

    If i made myself clear, does anybody have any tips or a better idea?

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YetAnotherSuperhero

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