Magistross's Recent Forum Activity

  • Just because you find this to be a "small problem" doesn't mean it shouldn't be adressed. There was absolutely no need to shut him down like you did.

  • It is a bug. His example is merely to showcase the problem. If you use line breaks in the "Compare two values", it becomes illegible.

    One might want to compare the sum of variables against another one and organise things with line breaks, only to get a mangled text as a result.

  • The "Load image from URL" can be provided a data URI containing images encoded in base64 format.

    It should look something like this :

    data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==

    This is a simple 5x5 red dot encoded in base64.

  • This basic example should be self explainatory.

    dropfile.nl/f/6E7

  • > A simple workaround would be to do all lerping with another variable and then set camera.X to round(newVariable).

    That wouldn't really change anything. The lerp would still go to 13 decimal places out (every lerp in the project is doing that now that I look at it), and setting the camera would just snap it into place, which isn't what I want to do.

    Yes the lerp would still go to 13 decimal places but the X position would be rounded to the nearest integer, so your event would actually fire.

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  • A simple workaround would be to do all lerping with another variable and then set camera.X to round(newVariable).

  • It's a bug inside the EasyStarJS library. The fix is quite simple and is already present in the up-to-date version. However, my plugin use the v0.4.1 version of the library... Until I find the time to update the plugin files, and if you're not afraid to delve into the javascript, you can edit the "easystar-0.4.1-custom.js" file, and correct all 8 calls to isTileWalkable(). You need to add "searchNode" as the 5th parameter.

  • If you are limited to C2, you can use a function to create something by name. Only thing is, you'll have to map each object to a particular string yourself.

    You can also use rexrainbow nickname plugin/behavior, if you're open to 3rd party plugins.

  • It might work as is, but there are a lot of implicit "for each". Doing a single explicit one will reduce the amount of iterations and thus, diminish the perceivable lag you have each second.

  • Do it all in one go, not in multiple pass / loop.

    Add a "priority" number instance variable to your cell family and do something like :

    For each cell order by cell.priority

    Then according to the type of cell, do the correct calculation. This way you'd loop over your cell collection only once.

  • It should be cake walk to do that kind of calculations for any CPU at all.

    Care to share a bit more of your event sheet ?

  • abs(Ghost.X - Player.X) + abs(Ghost.Y - Player.Y)

    This expression is the Euclidean distance between the player and the ghost, and 96 is the size of 3 tiles. So the "fake" obstacle is added only when this distance is less than 3 tiles long.

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Magistross

Member since 4 Jul, 2011

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