Paradox's Recent Forum Activity

  • Part of my prize for the underground jam prizes arrived today!

    Tonight, I eat backhoe.

  • Actually wait has it's uses, you just haven't encountered them yet.

    Like pressing a sprite button. You switch the buttons animation, wait one second, and switch it back.

    Having to also set up a trigger to switch it back is as silly as wait(0).

    or like not allowing a key to work for 3 seconds after it's pushed:

    (I didn't already have an image of the first example.)

    Wait could be made clearer to the user, when you make a wait action, it immediately forms a little subevent, so that it's clear the only thing waiting is the code in that subevent. (however making that kind of subevent look right might be a challenge.

    Knowing how things work on the back end makes it obvious why you "wait" until the next tick, but I suppose it could be built into the problem events. (they all include a hidden wait(0) the user doesn't know about.)

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  • Other tips off the top of my head:

    Global variables can all go on their own event sheet. It makes them easy to find without losing your place on the main engine sheets, and it doesn't have to be included in anything, as global variables are, well, global.

    (You can move all your global varibles to a seperate sheet by selecting and cutting them and pasting them in the new event sheet.

    You will get a warning the events that reference them would be lost, but if you paste them immediately, the events all come back.)

    Use Groups as dividers, nice big titles you can see easily while scrolling through a sheet.

    You can make you comments easier to use and read with Shift-enter, and the tab key.

  • Some images I've posted in the past, this one isn't boolean, but on a click moves the family of sprites off screen.

    You could add a line to do the same to other sprite. Exact same line, as it's a toggle, swapping them back and forth. (this can be used to make a menu full of buttons appear and disappear in one event.)

    Or here is a boolean toggle, when the sprite is touched, it flips between frame 0 and 1. (the 1 can be any frame)

    When (sprite.animationframe=0) is true, it equals 1, so multiplying 1 by it equals 1, if it's false, it's 0, and multiplying 1 by it is 0.

    Or using boolean in the 3rd and last two actions of this game of pong written in two events:

    The third action down sets the opacity of the winner declaration, 0 if the score is less than 10, 100% if it's above.

    the PaddleAI action sets the direction of the computer's paddle, depending on the Y position of the ball compared to the paddle.

    And the last action sets the ball speed ever increasing, unless the score is 10 or over, in which case it sets the speed to 0.

    QuickyPong Capx - or play it here.

  • your video:

    I do something like the count up effect in my "World Of Mineshaft" game. When you get a gold nugget, you hear a pick hitting as it counts up 100 at a time until it reaches the total amount you picked up.

    I have two variables, one is what the counter shows, and one is what the total is. When the game adds points they are added to the total. Every .15 seconds the two are checked and if they are not the same, 100 (or total amount if less) is added to the counter, and the sound is played and a particle is spawned so it's more obvious where the sound is coming from.

    Since it checks every .15 seconds, it's automated. It clinks, counting up to the total, where it then waits for the total to change again.

  • It only does it when you first load, and are using sprite fonts. Grab any one of the fonts and drag it off the left side of the layout, past 0. every font will snap back into place and stay in place the rest of the session.

    Then hit undo to return the font you were dragging.

    ("preview effect" has no effect on the glitch. I never have it on.)

    Here's a video showing the glitch and fixing it by dragging a font around. The video is from r163 feb 2014 when we discussed it before.

  • Your image seems broken, but works if you jump to the link:

    http://imgur.com/1tEJ9Ik

    It also has a bug with the time since playing, when it's less than 24 hours old.

    The other day it started with people who just played calling it "6 hours ago" and as time passes it would drop to 5, then 4 hour ago, like it was calculating using Greenwich time but displaying in our own timezone. (my timezone is -6)

  • My array is X,0,0 where X is the level, holding the scores for each level.

    in X,1,0 is the number of stars, which I set the sprites to that frame of animation, which shows the stars.

    (oh yeah, you probably already know, but since it takes time to load, Event 2 is a trigger that fires when the load is complete.)

  • I'm using an Array for World of Mineshaft. It stores how many stars they earned for the level, and the amount of gold. That way if they replay a level it uses the time they had the most gold. Every time the Array is changed it's saved to local storage. And before any time it's used, it's read back.

    If arrays are confusing to you think of the X,Y,Z as coordinates, or a weird name. Even when you are using just X, it's actually x,0,0 you are using. Think of 1,0,0 as the name of the first slot.

  • There are several bug reports, this last beta has a java error in the Audio plugin. You may also notice it won't open in some browsers when the problem pops up. To test, delete the audio plug in and try exporting.

    Revert back to 212.2 until the problem is fixed. to revert a saved project, open the caproj file in a text editor and change the version number to:

    <saved-with-version>21202</saved-with-version>

  • This is the platform demo with parts I added under the group "Scroll to."

    https://dl.dropboxusercontent.com/u/85412219/forumposts/Scrollto-rightonly.capx

    The Scrollto sprite (InvisibleSprite) is not invisible for this example, so you can see where it is.

    In your game, set it's "Initial visibility" property to invisible.

    Oh, almost forgot, there is a scrollto behavior on the player too, currently disabled.

    You could enable it, and the player would be able to scroll backward a half screen.

    You would have to change the 2 half screen width limits in event 12 to full screen widths of 640.

  • Here is a Capx of a timer counting up, and another counting down. It shows doing something when the up timer reaches 10 seconds. And flashes the down timer when it only has 10 seconds left.

    You set them using seconds, but they format the time to show minutes and seconds.

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

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Paradox

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