Guif0DA's Recent Forum Activity

  • This is not a bug, it's by design. See the manual entry for Text:

    ote if WebGL is enabled in project properties, due to technical limitations all Text objects appear on top of everything else in the game. For example, Sprites cannot be displayed on top of Text objects when WebGL is on, because the text is rendered to an overlay above the game. It is recommended to design your game so it is not necessary for other objects to appear on top of text objects, since turning off WebGL can reduce performance.

    IE9 does not support WebGL, which is why it Z orders as you expect.

    but how could this be a design choice?

    I turn on webGL because it make the game faster but then I can't make the game like I want because there will be texts everywhere above things I don't want to be..

    This technical limitation if from the browsers or C2 itself?

  • Hey

    I made a text object at layer 0, layer 1 have some sprites.

    when the sprites move to the text, the text object is above then, should be below.

    In Internet Explorer 9 it's showing correctly it's Z order position.

    Also the Text object at the same layer as the sprite object, if I put it behind the sprite and run the preview it appear above the sprite too.

    Tested only in IE9 and Chrome (latest version)

    Using C2 R84 64bit.

    EDIT: WebGL disabled with Chrome the problem doesn't appear, the text Z order is correct. Maybe something related to my video card? Can some1 try that with Chrome and webgl enabled with a dedicated video card and see if this problem persist?

  • I had loaded an example in the C2 folder and happened this to me too.. everything was with a 'bork' lol

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  • In future we hope to have a feature that lets you set a layout as a loading screen, so you can have whatever you like while it loads. It's some way off though.

    that would be great for a start =D

  • There is no % used in expressions, only as plain text.

    The percentage sign "%" otherwise is taken as modulo, the remainder from division.

    Correction

    % when used in expressions gives you the remainder from division, so yes it is used in expressions, just not for doing percentages.

    Hmm.. that was what I was trying to understand.. so we need to create our own expressions for percentages then..

    thanks for your time ;)

  • Well you can always multiply by 0.01 to get the hundredths position.

    So n-(0.01*p*n)

    50/100 and 50*0.01 is the same.

  • Just remember that a percent is always based on 100.

    Nice refresher from khanacademy.org.

    Ahm.. I know that lol

    if hasn't I wouldn't obtained the same result, again, my question is how to use the '%' at the expression.

    just to make it clear

    there is 3 variables:

    life-100

    attack-20

    defense-10

    you hit by 20(atk) - 10(def)% of it = 18

    then life reduces to 182.

  • 200-(0.2*200)

    with this method first I would need to transform 20 to 0.2(20/100), so at the end would be like my method..

  • 200 * 0.80 = 160

    this is the simplest method..

    and how did u obtain 0.80?

    I don't want to obtain the result 160, it was just an example.

    I want a value that is substracted by x% of it.

  • Hello

    I want to know how to make percentage work at the expressions interface..

    Example:

    200 - 20% of it = 160

    but don't know how to express it in Construct, so I had to make a longer expression to obtain the same result:

    200-(200/(100/20)) = 160

    but would be better just to use percentage to obtain the same value..

  • I just tried making it so it happens on the start of the layout, but that seems to only change the health of the already spawned enemies. The new enemies that are spawned still have the base 5 health :/

    when a new enemy spawns set his life variable to X*dificulty

  • Thanks :). So I would actually type "10 * Difficulty" and it would set it to that?

    yea.

    Just make sure that when player select Hard mode, set global variable dificulty to 3 or whatever number u prefer, but must be bigger then normal and easy.

    easy could also be 0,5.

    then if an enemy have 20 life, on easy mode it will have 10 life.

    20*0.5 = 10

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Guif0DA

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