Mipey's Recent Forum Activity

  • Australia comes in first, Canada second

    That is what she said!

    ...

    Sorry, couldn't resist it, you left yourself wide open

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  • + Repeat target.Length times

    Set Text to Loopindex

    But yeah, what you describe could be useful to everyone out there!

  • I believe Attan was being sarcastic (apart from the ActiveX comment).

    Yeah, I too am all for waiting for 1.0 before asking for such addition, EXCEPT for bloody needed features (such as tcp/ip). The rest, such as portability to other platforms, is not really feasible at this point. I believe the devs have it planned for 2.0, though.

  • I think that key presses have a certain index number, like 64 and so on, alphabet and numbers have a certain range. On key pressed, read the index (not sure how to do that), type that letter out - without having to do an event per each letter.

  • I've seen quite a few cases where people simply copied other games to make money on portals like Kongregate. It is becoming a trend. If you aren't creative, but know how to code, just steal a game idea.

  • Ah, Windows controls (edit box and stuff) tend to steal the mouse focus. That is a known issue. Windows controls don't mix with DX9 runtime too well.

    Solution? Make your own edit box with events. :s

  • Into the "On mouse down" add "Every x ms" condition (find it in System object)

  • + Ammo equals 0

    Set Timescale to 0 (this pauses the game)

    Pop the dialog box (you'll have to write events for that yourself, normally it is enough to pop a Panel object and draw text on top, with some pictures)

    ++ Answer is correct (condition to check whether the player answered correctly)

    > Set Ammo to 100

    > Set Timescale to 1 (this resumes the game at normal speed)

    > Destroy dialog box (a little cleanup)

    ++ Answer is incorrect

    > Ridicule the player (next time Ammo will still be 0, so another dialog box will appear)

    > Destroy dialog box

    In a nutshell.

  • Per-pixel checking is going to be very slow. If object is fully obscured, then you can solve it faster with the bounding box check. Partially obscured objects are still partially visible!

  • Dumping the whole frame buffer into an image would work?

  • Congrats on your job

    Just by the way - you can move objects manually, if there is no block or wall beneath them, they'd move down until they hit an obstacle. That's basically "if not overlapping block/wall down south, move down by 10*TimeDelta pixels". Don't forget to fix their position to the neat number when they ram into wall/block.

  • Think it depends how fast the object moves. If you just use +1 offset and your object moves more than 1 pixel per frame, then yes, you'll find yourself in a fix. Because by that time you are well within the wall already, as you turn around and check for offset, you are still inside.

    To be safe, factor movement speed into offset value. Or just move the object just outside the wall before turning it. It looks like ramming into the wall, staggering and then turning around.

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Mipey

Member since 16 Jan, 2009

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