Yann's Recent Forum Activity

  • left(right("000"&milliseconds,3),2) then.

    Or right("00"&str(floor(milliseconds/10)),2)

    Something like that

  • AnD4D

    Try right("000"&miliseconds,3) instead.

  • Then you can have a boolean per key you switch to true on key pressed to lock the other key pressed event.

    Having an action like "disable key" will basically do the same thing under the hood I think.

  • Wight

    To get the values the nth row in a 2D array

    It's just simply :

    global number n=3 //check the third row
    + foreach X element
      Set current_value to Array.At(Array.CurX,n)

    For the fact that we can't get a 3D cube, I think Yanen was well aware of that. There are however some solutions to fake 3D in construct2 (check r0j0hound's raycasting example). I think for a rubik's cube there's some solution using non-uniform scaling to fake the rotation.

    As for writing function, rex made a function plugin that works super well, I'm using it on a level editor I'm making. Ashley will probably make an official one at some point but for now it's good enough.

    Anyway, for now it looks more like you're better in php than in construct2.

  • You can have a boolean named "Acting" you switch to true when you start any action. And then you just have to put all you action triggers in a sub event of "is Acting"

    Then you just have to have a condition checking that the character isn't doing anything to switch "acting" back to false.

    If you have more complew locking relationship you just need to add other booleans to check states.

  • At once or over time ?

  • There's something missing in your rubik's cube: when you rotate the top row the top face should rotate as well (:

    Also, I'm pretty sure the whole thing is doable with one 3D array (maybe another one for swapping values, but it should be doable in one array using unused offseted indexes). Also it's pretty challenging. Don't have time to try though.

  • gravityShip.capx

    The radius was properly calculated, just not properly displayed, your text object was too short, and it's also better to round the values.

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  • This is more a matter of composition than anything else.

    So the answer is: it depends.

    Draw a mockup level and deduce the size of your character from it. Keep in mind that you might adjust it after some playtest though. So wait before creating the final artwork.

  • For a dungeon algo you better use the array. I did a cave algo a while ago, trying to be smart I only used sprites by filling the layout with them and then digging into but it's way slower.

    Handling cols*rows sprite is slower than an array of cols*rows data because sprites are big objects

  • destroyCards.capx

    The main issue was to set the Array size to (0,1,1) not (0,0,0).

    Because, if it's (0,0,0), your Array has no dimension and the push function doesn't "know" if you need to push a single element, a row or a 2D plane.

    It's how I understand it.Yann2012-07-05 03:37:46

  • because action works on what is picked in a condition.

    you should do something like

    Array: foreach X element
     Sprite: pick by UID Array.CurValue
       -> Sprite: destroy
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Yann

Member since 31 Dec, 2010

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