kyleo's Recent Forum Activity

  • Ah! It's per layer! Thats where it is! Thank you so much!

  • I have everything all in linear, and if I remember correctly there was indeed a way to make change specific objects sampling to point, and keep everything else linear-- but I cannot for the life of me figure out where to do this.

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  • Steven, thank you for drawing that out for me-- I think my problem was more a syntax issue than not being able to grasp TimeDelta!

  • Okay, what I have set up is when player is in the air...

    clamp(Yspeed+15,-1000,1000)

    When I tack on the *TimeDelta at the end it completely stops movement... is there something I am missing with TimeDelta? I also have this issue when using the wait object, and instead of having it wait 1000 milliseconds, I want it to wait 1000*TimeDelta and it just goes instantly...

    I suppose I just need someone to explain TimeDelta a bit more clearly...

  • Hey, I set up my own platform behavior using the custom movement behavior, with the gravity (jumping and falling) using the clamp expression. Works really nice except when the framerate drops you jump super high and fall super slow... I assume this is because the clamp expression is running on ticks or milliseconds, and not timedelta...

    I'm not sure how to set it up to do so... any suggestions?

  • I have an inventory. You can move things around in it. When the player picks up an item, I want that item to go to the first open spot-- whether that be at 1,1 or at 12,30...

    What the "for each element" condition does is vague, and I don't understand what determines what cell in an array is currently selected.

    If anyone could point me in the right direction I would be grateful.

  • You can also add notes into your code to help you remember why you did what you did. Also, having groups and event sheets doesn't slow anything down.

    The most important thing to remember when organizing and moving your events around and into groups is that the order of everything does matter.

    SO if you have a bunch of event sheets and move one above or below where it was, things might stop working in your game. Not a big a deal, you can move it back-- but if you don't realize this is the issue right away, you could end up debugging for a long time.

  • There are ways to scramble and protect your INI files from the prying eyes of players. Even then, wouldn't they have to understand my idiosyncratic PV naming? Thank you.

  • Out of Hash Table, Array, and INI-- are they all just as quick, and it comes down to your preference in how you like to store data?

    I have a simple save system in mind-- the game saves when you leave a layout, I have maybe 50 variables to be loaded when you enter that layout again (locked doors, opened chests, etc.) Also a simple Zelda style inventory (either you have the item or you don't)...

    Easy to keep track of no matter which data object I use.

  • Gosh that's a lot of work... I'm starting to think maybe I will just make my game more simple. Thank you!

  • I want to preserve an objects relative position and angle to another object, but I want that first object to be the player, and I want the other object to be a platform that moves in every direction and rotates at every angle. The player's position and angle to this platform would only be preserved while in a specified area (an area on and above the platform)...

    I have tried adding the X and Y vectors of motion of the platform to the players, but this doesn't work when the platform starts rotating.

    Any suggestions or hints?

  • I think I'm going to have to dedicate my game to you... you or lucid!

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kyleo

Member since 19 Oct, 2010

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