tulamide's Recent Forum Activity

  • Thank you very much, Kya, that helps a lot. I always try to solve issues, but in cases like that, I need a starting point. You just gave me one :)

  • The tickrate not affected by timescale.

    Counting is not very accurate. Here is an example that measures the time over 180 ticks with switching timescale between 0 and 1:

    profiling.cap

    While the tickrate is not affected by timescale, it is affected by your system, by anything that detains Construct from getting processing time, and by a huge amount of events/tasks (e.g. drawing 20000 lines in the canvas object per tick, or creating 30000 sprites per tick, etc.)

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  • Anyone?

    I'm not looking for a complete solution to this problem, just a description of the way it would have to be done, maybe with some keywords that I can then google for. Or a statement that it isn't possible.

  • From my very little tests with the avi object, I can confirm that it works, and that there is only one format supported (at least avi containers didn't work for me), and that's the primary avi uncompressed (don't know the exact name).

    But, the avi object just shows an avi player with all transport elements visible. If you don't want that, you need to use python. There is a solution from ROJOhound somewhere on the forums.

  • I'm not very good at explaining such very specific things in english, so maybe my words are imprecise.

    With 'fixed' I didn't mean a value that doesn't change, but a value known to and checkable for HLSL. The upper bounds check needs to be local (local to the effect function, defined within the effect function).

    clamp() is a function and that's why it is like a black box for HLSL, while modulo is a specific operator.

    radius is local, while radius2 is global.

    I hope you can follow the above, because I don't kow how to express it else <img src="smileys/smiley9.gif" border="0" align="middle" />

    EDIT: Maybe this makes it a bit more clear.

    radius = radius2; //sets radius = unknown

    radius = 15; //sets radius = known

    radius = clamp(radius2, 1, 6); // sets radius = clamp(unknown, 1, 6), which makes it still being unknown

    radius = clamp(radius, 1, 6); // sets radius = clamp(known, 1, 6), which makes it still known

  • If your code example is exactly what you've done, then you are setting an event with a condition and no action after the event where the bullets are spawned. That doesn't work.

    You need to have one event with 2 conditions, like so:

    + Hero: Value 'Weapons' Equal to 0

    + System: Bullet.Count Lower than 5

    This is one event with two conditions, and both of them need to be true, before the actions of that event (Creating the bullet and playing the sound) are performed.

    Edit: btw, you are generating one bullet per tick, when using the events without some timing. So the four bullets you allow, will be created within 4 ticks. If your game runs with 60 fps, that's a timespan of 0.067 seconds. It is most likely that you will see them very close to each other, if not one above the other (giving the impression of having only one bullet)

    If you want them to fire at a certain rate, you should consider adding a time counting method.

  • HLSL doesn't support "dynamic looping" prior to 3.x

    Loops will be unrolled and therefor the bounds are needed to be known. That's why it works when setting the var through code.

    Limitations:

    • 1023 iterations max (if no instruction slots or const registers are used)
    • 64 instruction slots max
    • 31 const registers max

    You can fake HLSL by using modulo, but with the listed limitations, you have to limit the code to modulo 7.

    Code example snippets:

    ...

    int radius = (radius2 * 2 + 1) % 7;

    ...

    for (int i = 1; i < radius; i++)

    When changing the formula or the loop and its content, you have to change modulo also to limit to the max bounds (above you'd have a loop from 1 to 6), before an error raises. But as I said, this is faking so it would be better to find a method with a fixed loop.

  • Why would it have to be an effect?

    Do you know that you can rotate the screen with the system action "Set display angle"?

  • Just create white letters with transparent background in your graphic app and import them as frames to a sprite. Then set each instance to the appropiate frame and set a grey (or whatever inactive color you want) color filter. When a letter is grabbed, change the color filter to whatever color you want.

  • ROJO didn't mean to just type. He said to use the file object and the path object.

    Add the path object to your app, then either type

    path.Desktop

    or click on the path object in the wizard and select "Get Desktop"

  • As you might know, there are (besides the big players like steam) some open platforms for casual/indie games. One of them is Kongregate

    They offer an relatively easy to use API, supporting ActionScript 2/3 and Javascript.

    Have a look at the Javascript API. How could it be integrated to C2?

    Following the link, you can see that they also offer a html shell to make things easier. You need to embed the game in order to use the shell, of course. Does this work with C2?

    In addition, there's the server-side JSON API, used for payment, high scores, badge feeds, etc. Again, how would that be integrated?

    I know, that the API works for non-flash games, as I have tested several Unity games there. But I'm an absolute beginner when it comes to Javascript/html5.

  • haven't tried your cap (no time to find and install the plugins right now), but the last part of your description reminds on a too close eye distance. Have you tried higher values there? (Application properties/Window properties/Eye Distance (3d) -> set to 500 by default, may try higher values there)

    You could also try to scale down the 3D-Model before exporting and re-import it to Construct.

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tulamide

Member since 11 Sep, 2009

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