R0J0hound's Recent Forum Activity

  • Probably comparing timer.duration(tag) <> 0 would work.

    Once the timer finishes any expression with the tag will equal zero.

  • You could open the c3 examples and just manually replicate it in c2 events since it will be similar. Or at the very least it would give you ideas.

    Roughly it seems to mostly be a matter of creating a bunch of physics objects with a force toward the player or some variation of that.

  • This comes up fairly often. There are a lot of examples around.

    Here’s a basic example. It works up to t for trillions. For 64bit numbers you’d need a list of about 100 suffixes or you could come up with a way to automate it.

    n = int(Log10(value)/3)

    Set text to int(value/10^(3*n)) &tokenat(“,k,m,b,t”, n, “,”)

  • You can. You could do something like empty=0, white=1, and red=2.

    It’s a tad tedious to populate and update the board from the pieces locations though. An alternate approach would be to use overlap checks or picking to see what pieces are at certain locations.

  • You likely can’t find out what key from an export. Logic is key presses are read by the keyboard plugin then transmitted across the event sheet triggers or is just checked by key is down conditions. The issue is with an export the event sheet is purely unreadable data.

    When the game was on the site how would players learn to throw grenades?

    If trying all the keys didn’t do anything, then maybe you had a two key combination. Worst case with 100 keys it’s around 10,000 combinations but likely you’d only need to check much less. Maybe you copied how another game throws grenades.

  • Snapping to the closest path works decently. But if jumping a gap from one path to another isn’t desired you’ll probably need to do some more.

    One idea is to limit motion to one line and then at the joints switch to a different line depending on what direction you want to move.

    Another idea is to make invisible walls around the channel and use raycasts or wall sliding when moving the object inside.

  • The gist of it is the jelly object is basically made of a bunch of individual physics objects and they are connected together with a bunch of springs and some volume preserving springs. That’s what drives the underlying motion of it all. The visual part is done with a mesh distort on a sprite.

    As you can see in the example it’s fairly involved. There are newer examples floating around too with various improvements and simplifications.

    Edit:

    Here’s a cool video that explains how similar physics can be done.

    m.youtube.com/watch

    Mesh distort in c3 is basically just a 2d grid that you can distort things with. Making it into other shapes requires some creativity.

  • Put the wait in another sub event after the other one.

  • Just because something isn’t sold anymore doesn’t mean it should be free.

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  • When using js in construct bear in mind you have to get used to a lot more debugging.

    Probably your issue is a construct array object isn’t a js array. If you get the array instance from js these are the methods you have access to:

    construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/plugin-interfaces/array

    Basically just getters and setters.

  • The social media apis do seem to change frequently so I’d guess the plugins are outdated so don’t work right anymore? I don’t have social media so this is purely speculation and I can’t test. Apart from what the docs, tutorials or examples show I can’t think of that there would be anything non intuitive you’d have to do.

    There could be more updated third party addons to do the sharing. Another option could be to just use those social media apis via js directly.

  • Cubic() basically gives a cubic bezier spline where the two middle values are just control points. To have the control points land on the curve you could use Catmull-rom splines. You can find the formula for that online.

    Alternately you could expand cubic out to its actual formula and calculate what values to use for the second and third parameters so the curve lands on the control points.

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R0J0hound

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