Paradox's Recent Forum Activity

  • Yeah, they are one of my favorite tricks. You can use them as mini-arrays, break strings into words at the spaces, or make overly complex nests of variables, making <font color=blue>the dream of instance variables in instance variables</font> a possibility.

    The more you play with it, the more you will find it can do. A sentence that fits most "favorite" things.

    Edit: andreyin

    Next day edit:

    And for those of you searching for a way to port real old games and need Data Statements, ("Read data") TokenAt() is for you.

    DATA STATEMENT (tag)

  • I'm getting that with one old game I loaded for the first time in awhile.

    Do you have any plugins in yours?

    (I made a new test project and my plugins work, so I'm here searching for clues.)

    I'm using r142

  • I'm guessing coordinates in the instances?

    What about 1 string instance, and 1 number instance to tell which tokenat is next in that string instance?

    for example:

    InstanceString="203,245|381,45"

    CoordinateX = tokenat(tokenat(InstaceString,InstanceNumber,"|"),0,",")

    CoordinateY = tokenat(tokenat(InstaceString,InstanceNumber,"|"),1,",")

    If instanceNumber=0 it will use the first set, if it's 1 it uses the second. (and if it's a top down game, you could have as many waypoints as you like.)

    edit: You mentioned frame dependence, the Number instance could actually be the frame number.

  • Check out this thread, the last post.

    http://www.scirra.com/forum/destructible-terrain-better-ideas-than-this_topic55053_post343940.html

    R0J0hound managed to find a way to do the artillery type game without plugins.

    (and it is generating a random terrain too.)

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  • I saved over the realistic one with a more cartoonish tile. That look closer?

  • Are you looking for something realistic,

    <img src="https://dl.dropboxusercontent.com/u/85412219/forumposts/Road.png" border="0">

    or more pixel art to match your zombies?

    That comes from assembled parts from here:

    http://www.sharecg.com/b/6/Textures/?keywords=road

    It's a site for sharing textures for 3d work.

    Edit: forgot to make the link clickable

  • Look up TokenAt() I use that all the time.

    TokenAt("1,2,3,4",2,",") = 3

    the selected comma separated item in the list is 3.

    Edit: Actually here is the manual entries:

    tokenat(src, index, separator)

    Return the Nth token from src, splitting the string by separator. For example, tokenat("apples|oranges|bananas", 1, "|") returns oranges.

    tokencount(src, separator)

    Count how many tokens occur in src using separator. For example, tokencount("apples|oranges|bananas", "|") returns 3.

  • If you have a webserver with e-mail capability, you could use AJAX to send data to have the server do it.

    There are a few tutorials showing accessing scripts to put stuff in a database, you could have it send mail instead.

    https://www.scirra.com/tutorials/top/page-1?cat=581

  • We aren't saying turn it off. We are saying it's the answer to your question.

    You asked why do my graphics look this way.

    (Well, Ashley did, but he only meant so you could see the graphics show at the right size with scaling turned off.)

    leysanity was saying if you make the graphic twice and big, 800x1600 rather than 400x800, it will be clearer when it doubles in size. Because it's actually showing at the new original size. 1600 is a bit big though, that's the balance I was referring to.

    edit:

    96 dpi is the same as 300 dpi if you are looking at a 400x800 image. That's just a number used to calculate how many inches wide the image would be.

    400 pixels 96dpi would print at 4.1 inches.

    400 pixels 300dpi would print at 1.3 inches.

    They are both 400 pixels on screen.

  • What Ashlay was saying is that when you have any "Scale" selected, it's zooming in so the game fits the screen as much as it can.

    So as above you said you weren't zoomed in, if you have a scale selected, you are zoomed in.

    You make the graphics bigger than you need so that when they are zoomed in on, (scaled) they still look clear.

    The choice where to draw the line between clarity and performance is up to you.

  • Have you looked at the "Real Time Strategy" example? maybe it has something that could help?

    Start construct, hit new, and type "Real" it should be the only one.

    Look under the Player Unit control section.

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Paradox

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