Yann's Recent Forum Activity

  • Just put Acceleration and Deceleration to something big like 5000

  • Sometimes I indeed need to apply stuff to a newly created sprite.

    Just today I did something like that :

    Add a boolean onCreate with default value true

    Mouse: On Left Click
        -> Create Sprite on layer 0 at 0,0
    Whatever condition you need to check
    Sprite: Is onCreate 
        -> Sprite: Do stuff
        -> Sprite: set onCreate to false
  • well, it's a pain and I don't have that much room for conversion 'cause the param you enter in cc when you use the plugin are input in the plugin via either simple int or string (as far as I know param[0].GetInt() or param[0].GetString() are the function used to retrieve the param). I'm not knowledgeable enough to know if I can create my own GetLongInt() function to handle that.

    And anyway, dec2bin and bin2dec really are just for checking how bitwise operation works, you really don't need that in the code itself.

    you will do a 8 and 4 (knowing that "binarily" it is 1000 and 100) If you do a bin2dec(1000) and bin2dec(100) instead, you lose all the speed and efficiency of bitwise operation.

  • global variable changeCount type number
    every tick : set changeCount to 0
    foreach Sprite
        Sprite animation Frame = 1  -> add 1 to changeCount
    
    ChangeCount >= your limit  -> do your stuff
  • Activate parallaxe in editor on layer properties

  • Sprite: Set Physics velocity to  whatyouwant , Sprite.Physics.VelocityY
  • Why should it go back to the first frame by default?

    You play an animation from frame 0 to frame n... then the animation stop (unless you made it loop) so it's logicall that it stop at the end.. the frame n.

    If you want the animation to go back to frame 0, you should have an event that tell it so.

    On animation finished -> set frame to 0.

  • Create Monster on layer ... position ...,...
    Monster: Set animationFrame to ...

    C2 will automatically pick the instance that is selected but only in the event in which it is selected.

  • ok, I just hope that I can easily go back and forth between string and hexadecimal int in c++ 'cause I might not look like it but I'm still a c++ n00b

    For instance dec2bin and bin2dec functions of the current plugin aren't really good/usefull because of int limitations.

    'Cause after all, bitwise operations are made on decimal int.

    So you will probably set things in decimal and the hexadecimal calculation will probably just be under the hood. Like with bitwise stuff.

    Hmmm... maybe an hex2dec function to be able to set things in hexadecimal format with a string... hmmm... If I can easily typecast string to hex int as I said...

    I'm thinking while typing...

    Remind me at the end of the month I might get carried away in other projects (:

  • hex?... if you write what ACE you want I could see what I can do but not before the 23th 'cause I'm working on the c2 contest til then (:

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Miu3 > you should use is Mirrored and Set Mirrored/Set Not Mirrored

    'cause when I ran your cap, the character was upside-down when facing left.

    Maybe you use an old c2 version with the auto mirror option.

    Oh! 11th of November.

    Patched it for you Mui3-advAnim.capx

    Also I can't help but notice that that kind of design choice is really frustrating to manipulate. Having to wait for the character to stop for him to be able to jump. Also you can't simply jump forward or backward.

    Well the animations are cute though (:

    Yann2011-12-06 00:45:02

Yann's avatar

Yann

Member since 31 Dec, 2010

Twitter
Yann has 5 followers

Connect with Yann