Magistross's Recent Forum Activity

  • You need to ajust the positions of your element when they are created. Best way to do that is to use the "on created" trigger.

  • Stretching the tilemaps will only expand the available space for tiles. If you want to edit the tiles, use the tilemap bar.

    https://www.scirra.com/manual/171/tilemap-bar

  • The 6 squares are the tiles. Pieces are simply tilemaps (Draggable) with any of the tiles drawn on it. The DropZone is a tilemap with transparent square (the only tile). You have to use the Tilemap toolbar to edit any of the objects.

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  • San is right. You first have to set your tilemaps to the width/height of your choice, and then adjust events accordingly. Here's the modified example with a tile size of 64x64. I also added global constants for a quicker way of changing tile size.

  • First, there is the angle(x1,y1,x2,y2) which gives the angle between the two points provided. Second, there are two Gamepad.Axis(gamepadIndex,axisIndex) which return the displacement of each axis. The angle() function is used with (0,0) as first point, and gamepad axes displacement as second. In a whole, the expression gives you the angle formed by the right analog stick.

  • It's the gamepad index, 0 being the first gamepad. Unless you have multiple gamepads, you should always use index 0.

  • From the manual :

    Gamepad expressions

    Axis(Gamepad, Index)

    Retrieve the current position of an analog joystick on a specific gamepad. Index specifies left analog X and Y or right analog X and Y axes, subject to Key mapping. Axes range from -100 to 100. Axis values within the Analog deadzone are returned as 0.

    o I believe the that axis index 2 and 3 means X and Y axes of right stick if you use basic mappings.

  • Something like this pseudo code should work :

    Start of frame 
        -> Set player.oldPos to player.currentPos
    
    Every tick 
        -> Add to Player.movementDelta : distance(player.oldPos, player.currentPos)
        -> Set player.oldPos to player.currentPos
    
    While player.movementDelta >= 32
        -> Do what you want here
        -> Substract 32 to player.movementDelta[/code:3160nrp1]
    
    ninja'ed ! You should use definitely use a while if you plan of having tremendous speed, otherwise don't bother.
  • I believe project files are exported to a single common folder, so your logic will probably need some fixing.

    Anyhow, if you want to load at run time your XML, use the AJAX object's "Request project file" action. Then, on AJAX completed, Load XML -> AJAX.LastData

  • Your server has to receive data and append it to your CSV file. The only way to do that in C2 is indeed via an AJAX post action to a server side script (PHP, ASP or whatever). It's quite straightforward if you know what you're doing.

  • You will probably want to do some AJAX post request processing from your server. On submit, post AJAX request with your data, you server side script should then take that data and append it to a CSV file with the method of your choice.

  • Or alternatively you could set period offset to 50% of the period, so the sin cycle starts the other way around. FYI, you can also use 25% and 75% of the period the start at either peak of the curve.

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Magistross

Member since 4 Jul, 2011

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