R0J0hound's Recent Forum Activity

  • The plugin already has the ability to set the volume for everything with one action.

    Group: Master

    Action: Set Volume

    I'll look into the other volume issues.

  • Here is an example:

    https://www.dropbox.com/s/1fqti9vr8lvqm ... e.cap?dl=1

    /examples5/mouseRace.cap

    Event 8 in particular:

    int('total'/60000) & ":" & zeropad(int('total'/1000)%60 ,2) & "." & zeropad('total'%1000, 3)

    I changed timer from decimal to an integer with int(timer).

  • Is there any plans to transfer over the links/files of topic attachments?

    The new forum does not have the links.

    http://www.scirra.com/forum/eye-thing-that-follows-mouse_topic35817.html

    compare with old:

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=2050

  • You can use the System expression "timer.  "timer" gives the number of milliseconds that have passed since the game started.

    Save the start time in a variable and then you can find the number of milliseconds elapsed with:

    timer - start_time

  • I'm in. Thanks.

  • You're almost there.

    Given:

    s distance

    t time

    v final velocity=0

    Find:

    u initial velocity

    a acceleration

    (1)

    v=a*t + u

    solve for u

    => u= 0-a*t or u=-a*t

    (2)

    s = 1/2 * a * t^2 + u * t

    substitute u with -a*t and solve for a:

    a=-2*s/t^2

    and you also get u by plugging a into equation 1

    u=2*s/t

    Here's a example:

    http://dl.dropbox.com/u/5426011/example ... ration.cap

  • Opps, you need to set the text again in the second event. You could also make the second event a sub event of the first.

    [quote:t8cck72c] MouseKeyboard: On key 1 pressed

    System: Create object dmgText on layer 1 at (eneTest.X-20, eneTest.Y)

    -> dmgText: Set text to global('dmg')

    -> System: Set global variable 'dmg' toClamp(floor((1+random(0.225))*(global('ATK') *1.0 - eneTest ('DEF')*3))+1, 0,99999999999)

    System: Is global variable 'dmg' Greater or equal 100000

    -> System: Set global variable 'dmg' to str(Int(global('dmg')/1000))&"K"

    -> dmgText: Set text to global('dmg')

  • Just change the event order.

    [quote:2id0okz0] MouseKeyboard: On key 1 pressed

    System: Create object dmgText on layer 1 at (eneTest.X-20, eneTest.Y) -> dmgText: Set text to global('dmg')

    • > System: Set global variable 'dmg' toClamp(floor((1+random(0.225))*(global('ATK') *1.0 - eneTest ('DEF')*3))+1, 0,99999999999)

    System: Is global variable 'dmg' Greater or equal 100000

    -> System: Set global variable 'dmg' to str(Int(global('dmg')/1000))&"K"

  • Just add a action to event 4 when the bones are mirrored to invert the angle as well.

    -> bone: Set angle to 360-MouseAim.Angle

    Cool rig btw.

  • You can also use python to do the calculations as I think it may use higher precision floating point numbers.

    And if that still isn't accurate enough you could try the python decimal module which allows extremely high precision floating point calculation and storage.

    http://docs.python.org/library/decimal.html

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  • Yep, it's the "Spell Effect" sprite that is using all that vram. Without it the vram usage drops down to about 20 mb.

    A

    You could delete every other frame of it's animations and reduce the vram usage by half, at the expense of having slightly less smooth animations.

    B

    Another solution would be to take the images you imported re-size them by half and re-import them into construct. That would reduce the vram usage to one forth of what it uses now. The quality reduction will not be too noticeable since the animations are of fire and smoke, which are by nature a bit blurry.

    If either of those is not enough you could do both and reduce the usage to one eighth of the current.

  • Hey... Do you know a way to get the number of objects with opacity = 100??

    I'm trying

    condition:

    pick 'object' with opacity=100

    action:

    text: set text to object.Count

    but it's getting objects with different opacities too..

    object.Count always gives the total number of instances.

    Use CountMatching(object.OID) to get the number of picked objects.

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R0J0hound

Member since 15 Jun, 2009

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