tulamide's Recent Forum Activity

  • There are a few threads about timedelta, which should be helpful. But in short:

    timedelta is the time that has passed between the last tick and the current one.

    5e-002 means 0.05

    That means, that your game's speed was 20 fps at that moment.

    timedelta is always relative to the current framerate. If at times the processor doesn't have much to do and the framerate is e.g. 500 fps, then timedelta will be 0.002, at other times, when the framerate is only 10 fps, timedelta will be 0.1

    Timedelta assures to do something over time, if (and only if) used on every tick.

    If you do something like "a = a + 10 * timedelta", then a will raise by 10 per second, no matter the frame rate. But it does not evenly raise "a" per tick. It's just the opposite: it raises by whatever value is needed to get to a total of 10 per second, which may be a lower portion or a higher one, depending on the actual time, that passed between any two ticks.

  • I had a totally different problem once, but it also was the image editor (couldn't edit anything anymore). That's why I propose to do the following (at least it can't hurt):

    Navigate to your appdata-folder, look for the scirra folder and move (or delete) everything out of that folder, except for some third party files like the audiere.dll

    Everything else will be created the next time you start Construct. I don't know if it will help in this case, just give it a try.

  • Create a pv for object B, "timestamp", and fill it with timer (System/Get timer) on creation

    Add an event. Compare the pv "timestamp" against timer - (desired time in ms), e.g.

    + object B: pv "timestamp" less or equal timer - 1000

    -> object B: destroy

    EDIT: I'm sorry, this seemed to be posted in the CC Help section. But the basic approach still is the same^^

  • TiAm

    Well, if it is only the more simple simulation, like in the first video, you're interested in, then you can recreate that quite easily with events, physics and a shader.

    Have a closer look at this thread from the old forum, where I presented such a simulation, which was bug corrected by gmvasco (includes cap):

    http://69.24.73.172/scirra/forum/viewtopic.php?f=2&t=8215&sid=9a96d4eabf48cc61d67af48592172631&start=20

    gmvasco also made a short video, but the quality isn't that nice. It looks much more impressive when seeing it live:

  • This is just one of many methods, and it might not be the best. But that's what spontanously came to mind:

    wall climb timed.cap

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I wanted to make a bullet curve out of the imagepoint to a spot ahead from a top down type perspective.

    But from a top down perspective it wouldn't be a curve, but just a line.

    Or do you mean something like, you shoot to the north while the enemy stands in the east, and the bullet still reaches the enemy? Then just imagine a third invisible spot, that the bullet will head towards on its way to the enemy.

    Then its a=start position of the bullet, b=invisible imaginary point, c=enemy's position.

    green refers to a and is the start point. Blue is b, imagine it being the point in which direction the bullet is shot at start. red is c the enemy's position and the final point that needs to be reached.

  • I know, it isn't a complex tutorial, but have you already seen this video?

  • What?

  • You're welcome :)

    fuged?

    No. "to figure out". Like "I never would have figured that out by myself"

  • If you don't have a maximum value, create 2 variables.

    1) startvalue = (Box.width + Box.Height /4)

    needs to be calculated when the box is created.

    2) currentvalue = startvalue - ((Box.width + Box.Height /4) - startvalue)

    needs to be calculated whenever the box increases its size. Thi is the value to be shown in the text box.

    Example:

    at start of layout the box is created with 50, 50

    startvalue = 50 + 50 / 4 = 50 + 12.5 = 62.5

    the box grows by 10 pixel in width

    currentvalue = 62.5 - ((60 + 50 / 4) - 62.5) = 62.5 - (72.5 - 62.5) = 62.5 - 10 = 52.5

    box grows again by 10 pixel im height

    currentvalue = 62.5 - ((60 + 60 / 4) - 62.5) = 62.5 - (75 - 62.5) = 62.5 - 12.5 = 50

    etc.

  • Another way would be to use a function. This is even more versatile. The right object will be created with any trigger, just by passing an id.

    Here is a simplified example:

    http://www.mediafire.com/file/ocwb64no0tctux0/SelectFromFamily.cap

  • I am not sure if it influences it, or if the behavior is developed with a protection against it, but the target is added to the turret behavior in an always-event:

    + System: Always (every tick)

    -> PlayerSoldier: Add target EnemySoldier

    There is no need to do so and I don't know if it can cause memory issues over a long period of time, or something like this. Instead you could just add the target in the Start-of-layout-event:

    + System: Start of layout

    ++ empty event

    --> PlayerSoldier: Add target EnemySoldier

    ++ System: For each PlayerSoldier

    --> PlayerSoldier: Set range to 150+random(200)

    Of course, this has to be done for both, the player and the enemy.

tulamide's avatar

tulamide

Member since 11 Sep, 2009

Twitter
tulamide has 3 followers

Trophy Case

  • 15-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

17/44
How to earn trophies