Citnarf's Recent Forum Activity

  • This is how i would do it, however, I'm sure there is a better way so you might want to wait for more replies .

    Anyway, your going to need 3 variables, the players Current Level, his current XP and the amount of XP required to gain the next level.

    So obviously, when the player does something that grants XP, you just add whatever amount he gets to the current XP variable, then when the current XP variable is equal or greater than the required XP, increase the players level by 1 and reset the current XP back down to 0.

    As for working out how much XP will be needed for each level without having a set pattern, i think you will need to work out a formula that will work for you. For example you might go:

    Required XP = Current Level * 10 + 100

    This would mean at level 4 you would need 140 XP to get level 5. Or at level 20 you would need 300.

    You will obviously want to work out your own formula however.

  • I think I should make this a new stable build to replace 0.99.62, even if 0.99.91 isn't perfect, it's probably still way ahead.

    General agreement?

    Do it

  • 1:38 - 1:44, i want to eat it.

  • I much prefer the look of style 2

  • The IF statement in construct is actually called a "Compare" your looking for System -> Compare Global Variable

  • Oooh that rather nice Zotged. I take it thats using the new 3d object?

    Not a screenshot but an output of something I've been playing with in construct.

    *awesome stuff*

    It takes a 32x32 graphic and outputs the BBCODE for you to use on forums.

    That is quite impressive!!!

    What is the first one a picture of though? I can't figure it out .

    EDIT: OH is it sonic?

  • You guys are just too awesome!

    Thanks for the build, some really nice changes and fixes here .

  • Constant 60fps

    i7 930

    6gb DDR3 ram

    XFX 5870 1gb

    Win 7 64bit

  • Woah.... out of all the bugs i have come across this is the most bizarre bug ever...

    I wonder what causes it.

  • Thanks! Thats exactly what i wanted to hear.

  • Does anyone know if having multiple event sheets active on one layout is any worse on performance than just putting everything onto one event sheet?

    For example, i prefer to have just about every object in my game have its own event sheet, but is this inefficient performance wise because the runtime has to read from multiple event sheets?

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Citnarf

Member since 17 Mar, 2009

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