bigproblem01's Recent Forum Activity

  • I've just tried the following:

    Every TEMP seconds --- spawn object

                                       --- set TEMP to random(1, 7) seconds

    and this seems to be working as it should..

    although if someone who knows what happens in the engine finds this topic, I would appreciate an explanation of how these algorithms work and what's the difference : )

  • I checked out your file (i'm working on 126 though) and I see what you mean but I don't think that'd work in my case.

    Is there a way to tag the user you mentioned here somehow so I can get some more info?

    Thanks for the support btw!

  • yeah, I know about random using decimals, but I figured when I use it on seconds it doesn't matter since even if the system spawn smth 33.728 seconds, it'd be fine by me, but in the equality case, it makes sense of course.

    hmm.. so could you explain how the algorithm above would be executed? just curious to know more about the engine.

    As I said, I imagined "every random(1, 10) seconds" working the following way:

    The system checks the condition, chooses 3.456, executes the action after 3.456 seconds. Then it checks the condition again (as you mentioned it won't remember that it chose 3.456 before, but it should still random nonetheless right?) and chooses 7.219, after 7.219 seconds it executes the action and checks the condition again. etc.

    If what you meant was that, when it checks the condition and chooses 5.15 for example, and then before that time passes forgets this choice the next tick, then it wouldn't spawn anything at all, however that's not the case.

    Sorry for writing so much, I just wanna get to the bottom of this :D

    P.S. I understand your solution, but what if what I want specifically is for object to spawn the least 2 seconds apart and the most 7 seconds apart and it should random in between? Like I want to progressively narrow this gap, imagine something like:

    __________________________________________________

    LOW LIM = 2

    HIGH LIM = 10

    Every 1 second --- substract 0.1 from LOW LIM

                              --- substract 0.8 from HIGH LIM

    Every random(LOW LIM, HIGH LIM) --- spawn object

    __________________________________________________

    how do I achieve this if "every random x second" doesn't work that way?

  • So like:

    "Every 1 second --- random(1, 10)

    ___if X = 5    --- Spawn powerupONE"

    ?

    Could you also please explain why is "every random seconds" not the best way to go around, and how does it work in general (what might be causing the problems i'm having)

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  • Hi Guys,

    I have this issue with the "random" expression. So I have some bombs and powerups spawning at the top of the screen and moving down (as if the player is moving and the mines are static).

    In my event sheet I have:

    "Every Random(35, 70) seconds ---

    Time > 60 seconds             --- Create powerupONE"

    and then in the separate condition

    "Every Random(35, 70) seconds ---

    Time > 75 seconds             --- Create powerupTWO"

    How I understand it, it should work in the following way:

    Once the time is more than 75, let's say 100, and once the condition gets checked, the engine chooses a random number between 35 and 70, let's say 41. So after 41 seconds it will create powerupONE, then it checks the next condition, Chooses a random number between 35 and 70, lets say 63, and creates powerupTWO in 63 seconds.

    What in reality happens is that these two powerups show up very very close to each other, as if the random doesn't really random so well. Like I have an impression that once the first condition picks a number, the second one picks a number by +3/-3 seconds, no more. Like they're randoming almost the same number because the powerups show up almost on the same level, when in theory, there is a whole 35 seconds space to choose from, the engine seems to choose almost the same number most of the time..

    At first I thought i'm tripping but I'm not.

    Does anyone have an idea how exactly does construct 2 random? Or what can be the problem here?

    Thanks in advance

  • hmm.. i've tried tons of stuff but this one slipped by, I'll give it a go, thanks!

  • Hi Guys,

    I'm having a little problem with Overlaps.

    From the picture provided, the last two blocks work. Meaning if Stick_R is not overlapping PIpe while Stick_L is, then it adds 1.3 to Energy_Height. Same Happens in the third block.

    However, the first one doesn't work. If both, Stick_R and Stick_L are overlapping PIpe, the system doesn't add 5 to the Energy_Height.

    Also, if I swap places between inverted condition and non inverted one, the block stops working properly, that is: if i put "while Stick_R is overlapping PIpe and Stick_L is not" then the system will add 1.3 to the Energy_Height even if Stick_L IS overlapping the PIpe.

    Sorry if that's too confusing, I tried my best to explain the problem as simply as possible. Anyone has any ideas?

    Thanks

  • Guys did anyone come up with the solution by any chance?

    I am having the same problem and can't find a way to fix it :\</p>

  • Yes, Facebook changes, for example it didn't need the SSL before, now it does, but as stated above, that's not the problem.

    I unfortunately cannot share the capx since this game was made for someone else and I don't have a right to put it like this. I'll post the links to the eventsheet pictures though.

    The LogIn one is the one it passes successfully, and then the Intro sheet is the one it gets stuck on. First I thought it doesn't preload the audio properly, so I removed the "All Preloads Complete" event. Then when it still didn't work, I removed everything and left only the following:

    ON START OF LAYOUT:   

    • WAIT 3 SECONDS
    • GO TO "MENU"

    And it still didn't work.. Besides this game works with any other browser I tested it on (Opera, Chrome, IE10) so I don't think it's the algorithm's fault. You can check it yourself by using this link: apps.facebook.com/484339361599491

    And keep in mind that the strange thing is, It worked before on firefox too.. it just spontaneously stopped and I can't find any reason why this is so.

    Ashley, yes I looked into the Firefox debugger but couldn't find anything useful :

    LogIn sheet (The one it passes successfully):

    postimage.org/image/e54nphfr1

    Intro sheet (The one it gets stuck on):

    postimage.org/image/9zri8moqh

  • No guys, once again no. SSL has nothing to do with this. As I said above SSL error shows up in the BEGINNING, before the game even loads, and the way to bypass that is to disable secure browsing. That's it. Whatever happens afterwards, SLL is out of the picture. It's just that the game gets stuck no matter the algorithm on the first layout, it just doesn't work.

  • none else has any thoughts? anything at all? :(

  • Kyatric, The part about non secured server is showing up in the beginning and the game won't start at all, so this way you know it's the cause. Then when you disable the secure browsing, it bypasses that error and is no longer a factor.

    I understand that FF might be stricter but the thing is that I tested this game on all those browsers 2 months ago and they were working fine (the only difference was that firefox was putting my font 2 pixels higher than necessary for some reason). Since then I tried on the same version of firefox that I tested it on before and it got stuck. Then I tried on the upgraded version and it was the same thing. Then (as mentioned above) I simplified the algorithm so there is nothing to get stuck on, and it still freezes on the picture like the game just stops... So i don't know what to blame this sudden change on.. I've even re-exportet and re-uploaded the game and it's still the same.

    I thought maybe something happpened since then (that i'm not aware of) maybe a change in construct compatibility or something, that is causing this?

    P.S. have you tried the link on both browsers and did it give you the same result?

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bigproblem01

Member since 7 Nov, 2012

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