mystazsea's Recent Forum Activity

  • *spanks monkey to NNG's Avatar*

    aaaahhhhhhhhhh

  • "Drooling"......literally......the dictionary definition of eagerly anticipated

  • Cant you use the built in Timer Behaviour?

    Its purpose built for Multiple Timed operations...

    Just add it to any Sprite in the game or object such as a Text object or Sprite font...that way you can have an onscreen timer by using the Set Text function

  • I think your missing the question part of your question...

  • Yes ..Jobel... Burvey is right..nesting as mentioned is the proper procedure

  • Usually in Games you would have a options menu that allows you to Adjust these before gameplay begins...

    Using pull down lists or something similiar

    I found when using Chrome having a "Fullscreen" Button on your hud or gui works better than a keypress...Chrome uses 'F11' normally to change to fullscreen mode..You could over ride this I'm pretty sure

    There is a thread about overiding browser default keyboard shortcuts somewhere..which may assist you also

    If you look closely when you set up your events

    you can make any type of Fullscreen mode occur as long as it connected to an event....

    I've tested it ..it works every time..especially if you use a simple system of pull down listsboxes or radio buttons to switch modes..

    I cant see any reason why key presses wouldnt work

    but the same issue happens for me occasionally which is why I prefer to use a menu based options ..which has the advantage of being able to set fullscreen mode before gameplay begins

    I think the Manual entry on this says that Some browsers "may or might" require a onscreen button to enable that request Full Screen in Browser event.

    It is closely tied to the Window Size functions and the to a lesser degree the layout size...

    changing layout size isnt a great idea during run time..but you can dynamically alter the window size ...

    Perhaps checking to see if the full screen window size matches or correlates to the Aspect ratio of the device that you are trying to change to fullscreen might help..

    I've had no troubles with the Node web kit export ...

    Could you post a Capx or show an example demo..

    and include which browsers you intend to use...

    Hope that helps

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hi Helena, Its a good question

    But I don't think just adding a random amount every few seconds is what you really need, I could be wrong..but doing that, it would make the Balls flight path unpredictable in a steadily incremental but consistently erratic manner..

    Which might be good for funny effects but doesn't simulate accuracy..

    I'm also pretty certain that the specific function you require isn't part of The Bullet behaviour Maybe you could suggest its Addition in the Forums...t would be a nice feature

    There is a manual work around though that might help and would give you highly 'precise' control over the flight path of the Rebounding Bullet...

    Firstly,

    To your "Ball" object add an Instance Variable called "Number of Rebounds" or similar & make it a "Number" Type Variable Initial Value 0

    Then make a new Event that reads

    Ball--> on Collision...Add 1 to Instance Variable "Number of Rebounds" or whatever you named it

    Then a new Event or sub event that reads...

    Ball-->Compare Instance Variable("Number of Rebounds") is Equal to (4 or 5)

    Actions--> Reset Instance Variable("Number of Rebounds")

        --> set Ball.Angle to (Ball.Angle) + 1 (more or less if you like)

        --> Bounce off Object(wall)

         

    That should be a workable solution for Precise control.

    Or the only other idea I can think of is to add a tiny angle of deflection to every rebound ......even a single degree would do it

    Assuming you are using the Bullet Behaviour,

    There is a "Bounce off" action in the list of events after collision

    I presume this is there to enable custom actions in addition to the standard Bullet Behavior

    The Events you would need would be something like

    -->Ball--->On collision with(walls?)

              --> Bounce off Object(wall)

              --> set Ball.Angle to (Ball.Angle) + 1

    This would make the ball slightly adjust its flight path ..

    barely noticeable most of the time but would theoretically prevent it from staying in a locked pattern

    You would need to make certain that The Bullet Behaviour "Set Angle" Property in the Property Inspector Tab is Set to "Yes"

    Otherwise the Bullets Flight path will not match its Sprite Angle

    Timed events may add unnecessary erratic additions to the flight path

    of the ball...

    But the best way is to test all the methods and see what works best for your game

    The most accurate way is to use the On collision Condition events

    Another Idea would be to add a tiny amount of Gravity to the Ball object in the Property Inspector Tab...This would always exert a slight natural downwards or upwards force on the Ball..

    The Bullet Behaviour has built in Gravity Physics

    Hope that helps

  • Oh no......I was posting from my android...looks like it deleted the entire message...

    You are talking about what is known as "Decals" small sprites spawned at specific locations to indicate registered visual markers such as Bullet holes, blood splats or any other kind of mark

    I looked at the Demo you posted...

    from what I could see....

    it appears that you havent properly set the angle of the bullet Decal

    The correct sequence of events should be....

    -->On Bullet Collide with Rectangle--> Bullet Spawn another object("Decalsprite")

    ->Set "Decalsprite" Angle to Rectangle Angle

    ->Pin "Decalsprite" To Rectangle position and Angle

    Try that..

    It appears that you havent set out the Sequence of events properly

    you can tell by looking at the Sprite when its Spawned..it always appears in the verticle position no matter what angle the rectangle is and never updates its angle once attached

    Try that

    Otherwise

    A more complex method is to Calculate whats known as a "Normal"

    basically The Objects Vertical Angle from what ever Origin is..Usually 270 degrees from its 0 initial state should be Vertical..

    TO calculate the more complex method you would figure out the difference Between the Resting state"Normal" and the current Angle and apply that new Angle in Relation to the Layout ..but yeah the first method should do it...

    Hope that helps..

    sorry for the missing text

  • hope that helps

  • Yes RookieDev I'm sorry if I appeared rude in any way... That certainly wasnt my intention...I thought I had tried to phrase it as a question....I didn't mean to appear rude or sarcastic If i came off that way..It was unintentional.....I honestly thought that what I said it would help I didnt mean to tell you what or how you thought...Only seeking to answer what I thought you were asking in reference to what I perceive as Construct 2's technical limitations.....No offence meant at all...Just trying to help...When I said " I think you meant this" I was basically asking for clarification so I could give an more accurate answer, You are right I should have waited for a more concise question before offering advice...I honestly thought that my answer would be appropriate..not trying to come off as sarcastic at all...I am just here to help as much as I can..I spent years learning what I know and its an unfolding process..I dont claim to be right at all...only offering possible solutions....Thats all...to the best of my knowledge.....Peace fellow gamer

    we are all in it together...we all have the same dreams....we all are here to help out each other the best we can

    No offence meant or taken

    If I can help ...I am more than happy to..

    Hell Dude..I dont know anything at all..compared to Kyatric or others....

    I'm pretty sure that I also have a habit of thinking everyone will understand my lingo and that's not reality...just ask my girlfriend....She has no idea what I'm talking about ever

    <img src="smileys/smiley5.gif" border="0" align="middle" />

    But yes You are right ..I did presume that I knew what you meant...

    as best as I could tell .....its still alittle vague to me...we all do our best...!

    It can be helpful to include images to illustrate exactly what you require...

    We all are rookies in some way...

    I know I am...There are things that Kyatric posts that I haven't the faintest notion of what he is talking about ..but I try to just absorb it...

    I'm pretty sure his name is secret code for amazing or something ..but ill be buggered if I can figure it out..

    Honestly if you need close help....

    I am on here because I want to help out people because I know how hard programming can appear...its easy once you understand it..but I was completely confused about programming until I sat down from the start and read a few books on functions and code basics....after that I realised how simple it was...I had made it appear hard in my head...once you realise how simple code can be..it gets alot easier...don't worry...it only appears formidable...all of the best code is pretty simple if you wanted my opinion..I'm just the same as every one else is...

    Just trying to help out as best as I can...

    I'm totally here for you if I can help you....I may not be able to do anything other than chuck ideas around...maybe one of them will inspire you...maybe not...sometimes even seemingly random ideas can generate awesomely simple methods of working out something....I always try to visualise what Needs to be done and then work it out step by step on paper....sometimes I dont need to ...but complex problems will always break down to simple ideas that can be done.....When I said Infinite cant be done in reality.. What I meant was ...Are you certain that for your project that it needs to be infinite?.

    Albert Einstein(who would of failed university entrance exams) was often quoted as saying that the only reason he succeeded in anything was because he accepted his failures as part of the solution..and that to get the correct answer...a person should spend 95% of their time on the question not the answer...

    Once you figure out what is truly needed for your project by asking yourself questions

    The answer will often be right there in front of you

    as part of the process you made when you asked questions

    All I can say is that I am completely behind your project...

    Kyratric,

    I'm not trying to be condescending or sarcastic at all

    I was just trying to use the simplest example of what I meant..

    in hindsight I realise it may appeared as if I was trolling.

    Not intentional at all...

    but I was just trying to illustrate my meaning in the simplest example I knew....Infinity is a complex subject if you ask me ..it boggles my brain..Even the supposedly infinite compression algorithms such as Python compression that are out there, I am sceptical as to if they are truly infinite

    RookieDev,I am truly behind you in all ways...

    I want you to succeed in your project as much as any one could...

    Hoping you can inspire me truthfully

    Who knows what we could all learn if we all stick together

    if I can help at all...

    I am just grateful to assist...

    Even though sometimes, new Concepts are sometimes hard to grasp,

    and it might seem like people dont understand...

    it's possible that they are just trying to help

    I believe that

    A man with ideas is worth a 1000 who have only opinions..

    Here to help if you if I can in any way

  • The best option would be to use a algorithm that auto generates a fixed preset colored layout ...use multiple passes for details if you like ..

    An Array can store pretty much any amount of data you could or practically would need ..but keep in mind you also need to keep track of the data stored somehow..

    I would use simple coded passes of generation seeds that load the pixels/tiles/colors into the array and also display it on screen simultaneously... Using generation passes such as

    1- base color or substance eg: dirt

    2- randomized stone or rock placements

    3- other detail passes as required

    Each pass could be stored on a separate layer and Array so that you could determine where certain substances were located ...for example gold has its own Array and location coordinates relative to the Array and the screen/layout location....

    The rest is number crunching....

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  • Can you be more specific....I think you mean how do you make say a tile based terrain like Terraria?

    And infinite???

    Think about it for a moment...

    Data takes up storage space.    ....so "infinite" terrain data needs infinite storage space...when you figure out how to get infinite storage on your hard drive perhaps you could generate an infinite terrain..

    Try to stick with basics first...then grasp the universe....

    I'm not saying its impossible but really is infinite sandbox really necessary...no one will ever have time to play in it.....

    I mean I could, theoretically, write an infinite reply to you...infinite words typed into this as long as the servers could contain it all..but eventually your going to stop reading it...because you'd have to sleep or eat or start working on a real project...

    I think you mean a very large sandbox.....go look at Cortex Command...it took 11 years to make..but has some of the best and largest terrains in 2D I've ever seen...fully destructible.....they are far from infinite but you can see how much work would go into even a large style 2Dterrain....it could be done procedurally but the procedure would be infinite and there for never complete its program loop thus stalling your PC for infinite time....moral of the story is.....large is possible ..infinity is not quite doable in reality......

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mystazsea

Member since 14 May, 2012

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