Magistross's Recent Forum Activity

  • You could use an integer too to keep track of which animation is playing.

    On key pressed

       Set animation to instanceInt

       Set instanceInt to (instanceInt + 1) % 2

    A bit tidier and permits you to add a third or even more animations to your attack sequence !

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  • What you want is basically jagged arraylists (and possibly jagged arraylists of arraylists). Unfortunately, I don't think C2 can do that for now. BUT ! You can emulate them with the dictionnary and by using clever naming for your keys. Something like "Market1-Item3-SubCat2-SellValue" or "Market5-Material4-SubCat2-BuyValue" for examples.

  • Use an instance variable to store their speed, every tick, add a fixed value to that speed (acceleration). Then move the platforms according to their current speed.

    Or use the custom movement behavior, it can do exactly what you want rather easily.

  • If the BuyValues is supposed to be 110% higher than the SellValues, shouldn't we see "Set MaterialBuyValue to int(Array.MaterialsSellValue*1.1)" ? The strange thing is that you got it right with ItemsBuyValue... <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Take a look at the "ReplaceColor" effect.

  • dino000

    Your problem comes from your "canSet" variable of your rabbit sprite. It is set to true on the start of the layout, so the global variable "number" get set immediately to "floor(random(1,maxCarrots))", even before the user select anything in the menu. Since "maxCarrots" has a default value of 10, you always get a random number between 1 and 10 !

  • For the "tossing around", have you tried using directional impulse ? The ship would still have a limited velocity though...

  • Can't you just set the velocity to the max_speed and let the physics behavior do the hard work for you ?

  • The easiest way for you to accomplish what you want would be to add conditions to your existing events to restrict the keypress to only one key, then to add 4 new events for combinations of keys with new movement angles (you might also want to change the movement amount to something lower/higher depending on the case).

  • The problem with that font is that the "1" doesn't take the same space compared to all the other digits. I wonder why it is not monospaced...

  • It's somehow the same problem mentionned in this topic. And the solution is the same !

    Add an instance variable to your MSFGuy. In a "For each", increment the new instance variable by the time delta (the variable "dt" under system->time). Once it reaches 1, set it to 0 and make your MSFGuy shoot.

  • I just noticed my "plugin" was being used by some of you guys, so I decided to reupload a working version.

    While at it I decided to add the possibility to use the "set" method to insert data at a non-existing index, by effectively expanding the dataStructure. Empty strings will fill the missing indexes. If the dataStructure is not initialized, it will be created first too.

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Magistross

Member since 4 Jul, 2011

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