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  • It's probably simply not enough of a priority over the hundreds of other things they are trying to implement with just one programmer.

  • ha

    ha

    ha

  • Here's a possible way to do it (these aren't actual events, but show my logic)

    On reached point: destroy point

    Every tick: path to *least recently created* point.

    All you need to do then, is track the least recently created point. That's fairly simple to do by giving all the points an instance variable called 'age' or something. Then, whenever a new point is spawned, increase the 'age' of *all* the points.

    Does that make sense?

  • Obviously it will depend on the game.

    Keep in mind that layout size does not effect performance, but number of objects does.

  • System actions.

  • Nah, it's definitely a limitation of the editor. I don't even know if js supports them.

  • Ribis Webstorage is not deleted when the cache is cleared afaik.

  • I don't think there's a way to do this within Construct 2 itself.

  • I'm pretty sure C2 (Or maybe the browser itself) does something internally to *stop* what you're trying to do, from happening. Basically, if it's a different C2 project, it won't read/write to webstorage values from another project, even if they have the same name. It makes sense when you think about it in the context of browser gaming - if I'm playing 2 different games at different times in the same browser, and they both have a key called 'score', you obviously don't want that value to conflict.

    In order to do what you're trying to do, you'll either need to find where NW is saving the values (I haven't looked into this, I think it's somewhere in appdata) and do something with that, or, you'll want to create your own save file using the NW plugin's file i/o features, and monitor where users are installing each 'episode' so they can all access that file.

    There's probably another way to do it, but those are the options that first come to mind.

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  • Do you know what calculations you want to make, you're just having trouble implementing them? Or do you not actually know what calculations to make (in which case I don't think anyone will be much help, since it's your game )

  • It's definitely non-trivial, and I haven't looked at your capx. But basically you'll need to lay down a series of points as you're drawing, and have the character follow those points one by one.

  • I really wish you could more fancy stuff like texturing a curve.

    Here's how I do it, it's just hand placed elements.

    The middle sections is just a solid colour, so it was easy to fake it by just underlaying a bunch of stretched rectangles. The rocks are also just sprites with 'bundles' of rocks placed manually.

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sqiddster

Member since 5 Sep, 2011

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