tulamide's Recent Forum Activity

  • I see you draw well, then why in the game this is not?

    Why don't you just read the first post? All your questions are answered there...

  • Never used videos but it seems pretty easy. Have a look at the wiki about the avi-object:

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=AVI_Object

  • Thank you so much, ROJOhound, I knew it would be something simple. Problem solved

  • This is probably something very easy, but I don't see the forest for the trees. How can I get rid of this ugly (and much too large) font, that is used since I switched to .96 of Construct?

    http://www.bilderhoster.net/safeforbilder/5r8wzx96.jpg

    EDIT: Added direct link

  • You would need to do a translation as there is currently none. Have a look at this thread: http://www.scirra.com/forum/viewtopic.php?f=7&t=1593&hilit=translation

    To translate, go to your Construct folder and open the folder "Languages". You will find a folder "English (UK)". Copy this one and translate the text files in your copied folder (but be careful not to translate the parts, that are not yet supported for translation). I'm just not sure how to activate it. I assume you would have to replace the content of the "English (UK)" folder. Anyone else who can confirm this?

  • Happy Birthday!

    I'm with Construct just a little over a year, but it feels like it was there forever. Your baby has grown a lot and with it the community. And I still think, it's the community that makes Construct so special. I never had a question unanswered, I answered every question I could, the comm shares thoughts and techniques, pushes themselfs more and more with fantastic results (just think about all those plugins and effects, and the wonderful games and tech-demos) and really care about this 3-year old baby.

    You've done a good work, and I really hope you can stick to the enthusiasm that brought it all to life.

    *put on silver-glitter-suit and dance through the streets*

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  • damn, arima, you're right. So, this is a perfect example of "four eyes see more than two"

  • Thanks, but what I'm trying to do is recreate this movement so it's framerate independant. Using the above code makes the enemy extremely fast using unlimited framerate mode, regardless of how I add timedelta.

    It seems I need to scrap the above code and use a different custom movement..one that moves the enemy in a similar but framerate independant fashion..but I'm not sure how

    That's exactly what timedelta is for, so if it doesn't work for you, there's something wrong with the math you're using. If I set the sprite's x to sprite.x + 64 * TimeDelta, it moves exactly 64 pixels per second to the right, no matter the framerate.

    I would suggest you create an example cap showing the problem, maybe a few more eyes see an issue that hides from your eyes?

    EDIT: Maybe you're not taken into account, how often the condition is met? if the enemy is close to the player for a second, the condition is met your framerate's times. So, when running with 60fps it is met 60x and the enemy's x is affected 60x, with unlimited mode it might be 3000fps and the condition is met 3000x during that second and so affects the enemy's x 3000x. What you would need then is a relative change of the enemy's x not an absolute.

    EDIT2: Hmm, thinking about it a second time, this seems to be nonsense, because TimeDelta already makes it relative. There must be something else.

  • On the other hand, this is one of the things I was trying to emphasize in this post:

    We are so close to 1.0, better make it consistent than confusing the user.

  • well, they didn't lie (24/1)

  • ...I was trying to compare the parameter using system function and as an event..

    Not to confuse you, but this is possible ...as long as it is done within the function declaration. For example:

    +On function "test"

    ++function.param(1) equal to 2

    ->Set text to "yes it works"

    +timer is equal to 5000

    ->add parameter 2

    ->call function test

    Assuming there's a textbox and a function object in the layout, this will set the text to "yes it works" after 5 seconds have passed.

    This means, if you want some kind of a central point to manage a menu or something like that, you could set up a function that will test for all possible values:

    on function "selector"
        function.param(1) equal to 1
                                                    ->do menu 1 option
        else
        function.param(1) equal to 2
                                                    ->do menu 2 option
        else
        function.param(1) equal to 3
                                                    ->do menu 3 option
    
    on left clicked on red sprite
                                                    ->add parameter 1
                                                      call function "selector"
    on left clicked on green sprite
                                                    ->add parameter 2
                                                      call function "selector"
    on left clicked on blue sprite
                                                    ->add parameter 3
                                                      call function "selector"[/code:25xuhyac]
  • What Arima said.

    The background: You currently have a fixed value per tick that you substract, but the ticks are of different durations. When using timedelta, you need to know or set a value per second instead of per tick.

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tulamide

Member since 11 Sep, 2009

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