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  • I would probably put them all in a family, and name the default animation the same as the name of the sprite.

    Then "Pick by Evaluate" use the family, and the evaluation as

    Family.AnimationName="Sprite"

    edit: (actually I do this all the time, but instead of a family, I usually have all the sprites as separate animations in the same Object. Then picking by animation name is easy.)

  • I think this is the main thread that was closest to success:

    http://www.scirra.com/forum/solved-split-screen_topic49891.html

    I never tried it myself, so I don't know how well it works.

    Maybe a link to filter games which feature achievements, which would support ranking players by achievement totals. And you could offer Rep rewards for hitting landmark totals.

    (then again, I bet you already are giving rep rewards for achievement points.)

    Not thrilled about the changes in Ranking, my games currently 18th and 27th, didn't make the screenshot.

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  • Sorry I didn't get back soon enough to explain what it looks like you have found now.

    Basically, the array already has all the features built in.

    Like being able to just check for 0s, and changing a value.

    ...And I really do love Tokenat, I just answered a random loot table question with this solution:

    tokenat(Monsters.loottype,int(tokenat(Monsters.Chance,random(tokencount(Monsters.Chance,",")+1),",")),",")

  • Ok, here is a capx that does it in one event.

    https://dl.dropboxusercontent.com/u/85412219/forumposts/RandomLoot.capx

    I was going to get fancy with ranges for the random values but did it the quick way, so the instance variable for the choice is like:

    "0,0,0,0,0,1,1,1,2,2,2,2,2,3,3,3,3,4"

    it grabs one of those numbers and uses it to grab that number out of a string of loots:

    "gold (5-10),sword,armor,shield,diamond"

    so there is one out of 18 chance for a diamond.

    You can change the amount of numbers to increase odds, it counts how many are there before choosing.

    The number of loots is determined by the number it pulls, so if you have a 5, there should be 5 loots, or it will grab number 4 instead.

    Edit: if you don't want to download, the event:

    On Touched Monsters | Set Text to tokenat(Monsters.loottype,int(tokenat(Monsters.Chance,random(tokencount(Monsters.Chance,",")+1),",")),",")

    You mentioned a loot table, if you want to point at those directly, you could drop the loot string, and put the numbers for your loot table instead.

    I.E. Monsters.loot="21,21,21,21,21,34,34,34,8,8,8,8,8,36,36,36,36,36"

    loot = int(tokenat(Monsters.Chance,random(tokencount(Monsters.Chance,",")+1),","))

  • I love TokenAt, but this really looks like it would work better in an array.

    Still, you could loop through the token count and add up the 1s, you'd know if you were short if the total wasn't equal to the number of levels. Or break the loop at the first 0, if you are looking to find one.

  • Or put instance variables in a family that contains all the monsters.

    each monster would have it's ranges, and the function could read the list off the family.

    (unless you are using the free version, which doesn't have families.)

  • The link says "backup" so it's probably a previous version before those parts were added.

  • -1 would break so much though, I don't want to go rewrite all my games.

    If it's out of bounds, I want it to add 0 to my equation, not subtract 1.

  • If a message pops up, warning you it can't be copied, read it. It tells you what is missing that, the part you are copying, needs to be present.

    You will need to copy sprites, arrays, or variables first, then all the events.

    I believe there is something on the todo list for Construct2 that will make it easier in the future, but for now it's manual.

  • Maybe something like the "Option Explicit" did in VB, with that statement in your startup, you were required to declare your variables. Without it you could make them as needed.

    Also if you have the Action in your startup, it would only "stop" on an out of bounds in the debugger, ignoring them again on export.

  • The screen shot looks like it's centering them, rather than left justify. But maybe I'm missing the point.

    Do you mean for the Sprite font plugin, or just doing text as sprites?

    Are you converting Bitmap images, or TrueType Fonts? if it is TrueType, have you played with Blackhornet's sprite font maker?

    http://www.scirra.com/forum/sprite-font-generator_topic72160.html

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Paradox

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