Voytek's Recent Forum Activity

  • I know how to display a text in a text object from a textbox. However, the input may vary, sometimes it can be longer, sometimes shorter. What I would like to do is to make the text object somehow recognize the font size as well as the length of characters and scale itself to fit the content passed from the textbox and display it neatly and efficiently in terms of space within the text object. In other words, i would like the text object to fit/scale istelf automatically to the content being typed by the user and the font size chosen by the user. Please provide the example or share a screen shot/s if possible.

  • Brilliant! The simple things are the hardest. Not to mention the really hard. Thanks hundreds of times!

  • Yeah, they are kind of random, all I wanted to do was to preserve the density i.e. vertical distance between the spawn objects while incrementing the speed, and then write a formula. How did you come up with it? I mean how did you know that there has to be some constant number involved? I am sorry if it is a trivial question to you, but it is not for me. I am asking out of curiousity. Thank you a LOT!

  • Say I have the following:

    20 (speed) = 10 (spawn time in seconds)

    100 = 3

    200 = 2,25

    How do I programme a formula for the seconds so that the values of seconds get automatically calculated based on the user's speed input according to the pattern above?

    Say the user wants now a speed of 250. How do I programme the formula calculation for the seconds based on the above pattern? Of course the calculation should work for any given input of speed, like 10 for instance. I am really lost here.

  • Thanks for the reply @kriand . I still welcome contributions of other programmers may they be any.

  • I know it is generally a matter of trial and error and what "feels the best". However, I thought someone has figured out the "sweet spot" between the bullet speed and spawn time and thus the progressive incrementation of the two.

    My enemies do not shoot. They just fall down in horizontal lines of three enemies in each line. If i could translate, for instance, the speed values and spawn time in Tetris into Construct 2 values, then i would know it is definitely a very "playable" solution. This is what i have had on my mind.

    Ps: I am sorry if it is a completely dumb question but what is the value of bullet speed in construct 2/3? I am asking out of curiousity. Is it pixel divided by time in miliseconds?

  • This question is kind of theoretical. I cannot really find the most appropriate ratio for a space shooter. Explained below:

    What is the best ratio between

    spawn enemies: EveryXseconds

    and the bullet speed they have?

    What am looking for is the best relationship between the two that is the time of spawning and the speed.

    Say I start with the speed of 50 in which enemies are falling down. How often should be the enemy spawned to make it engaging?

    BTW, what speed would you consider as a baseline for this kind of game?

    Then every 10 points I increment the speed by adding 25 and I recon i should do something with the spawnTime (EveryXSeconds).

    Thus what should be the baseline for the seconds of spawning the enemies and their bullet speed? What ratio should I maintain between the two to make the game run well while incrementing the speed of enemies?

  • What is the "golden ratio" between the time of spawning enemies (every x seconds) and the bullet speed for a space shooter?

    I would like to start with a baseline of bullet speed = 50

    then i would like to increment it by 25 every 10 points (i got this down)

    What i do not know is what should be the best time (in seconds) to spawn enemies for a speed of 50, and how should that change while the bullet speed gets incremented?

    all this for a vertical space shooter.

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  • Thanks for your concern, I suppose I can handle stuff. Do you happen to know any robust game portal forums?

    I am interested in learning people’s opinion on what makes an attractive portal. There is for instance a site like that, which looks decent, it does not seem to generate much traffic though and does not have much gaming functionality besides games.

    https://www.sandboxd.com/

    That is why I have been asking.

  • Great answer! I can google too, there is a lot of things that can be googled out making me confused what is over the top or too simplistic in order to find something that seems just right like an synthetic opinion on the topic, which cannot be googled.

  • What would be the basic functionality of a Construct 2 gaming portal? What would be the minimum requirements? A scoreboard?

    What do you reckon?

    What other functionality would it be necessary for an intermediate portal or an advanced one?

    Are there any books or materials explaining the nature of attractive gaming portals and its functionality?

  • This topic has been bugging me for a while. Are there any game portal templates that have been tested running fine with Construct 2 games instead of uploading games to the existing portals? What are the available solutions?

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Voytek

Member since 19 Jul, 2016

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