Space Ape's Recent Forum Activity

  • wakkodrummer - I've had some funky issues using buttons and resorted to text objects or sprites. Glad you fixed it!

  • I would think using a single array would be best and just change the X coordinate to reference the biome or what-not. Multiple arrays mean more objects being loaded.

    I tend to use a single array and set the dimensions and references as needed without any noticeable drop in performance... unless you're talking 100s of dimensions.

    Maybe the memory management of C2 and arrays works differently, so I'm just guessing.

    Alternatively, you could use a single array, store the array in the Dictionary, and clear the array for a new biome.

  • Something like...

    Mouse > On Text Clicked > Set Text to str( round( random(1,5) ) )

    Should do just fine.

  • Silence is golden... but programming in it? Tough one--I'd hear my own thoughts! Gotta drown it out, just a bit. Sometimes silence makes me over-think a problem, which is awesome for meditating.

    Pink Floyd is ear candy for me, followed closely by Metallica, 311, and Celtic tunes.

  • Hey, folks. As far as I know, the idea is original... the execution is a work in a progress.

    "GROWsim", a medical marijuana caretaker simulation.

    Main grow room interface...

    <img src="http://4.bp.blogspot.com/-_BkgUYWKFZM/Unfu8T_mg2I/AAAAAAAAAR4/F5ZfxT5bzbg/s1600/00843-1.png" border="0" />

    New plant options...

    <img src="http://3.bp.blogspot.com/-I3rIwE9tzSs/Unfu-jSn0NI/AAAAAAAAASA/TuAmH7-kZ3U/s1600/00843-2.png" border="0" />

  • Hey there! Yea, I know this is a dead thread but I had to implement it for a game and found a simple solution. If it helps anyone looking, cool!

    I can whip up a capx if needed, but I think it'll be pretty simple to explain.

    For example, if the number you need to display is in a variable 'cash', follow these steps:

    1. Test to make sure the cash value is large enough

    Ex: if floor(cash/1000) => 1

    2. divide cash by 1000 and store the result in a separate variable like 'cash_thousands'

    Ex: cash_thousands = floor(cash/1000)

    3. subtract the thousands from the 'cash' value

    Ex: subtract (cash_thousands * 1000) from cash

    Note: it's probably wise to keep the original 'cash' value, the total for the game, in a safe spot and use temporary variables elsewhere.

    4. pad the remaining hundreds and ones and store in a text variable (we'll call it 'cash_display').

    Ex: set cash_display to cash_thousands & "," & zeropad(cash,3)

    Note: you can also just display the number variables directly with the comma, if needed.

    That's it. If you need bigger numbers, follow the same steps and make a cash_millions variable, dividing the original value by 1000000 and so on.

    If I goofed up, please call me on it... but I think this way is pretty simple.

    Thanks.

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  • I know it's insanely late to post about this but I ran into the same question and couldn't find any simple solution... so I made one and thought it might help anyone who needs to do the same.

    I can whip up a capx if needed, but I think it'll be pretty simple to explain.

    For example, if the number you need to display is in a variable 'cash', follow these steps:

    1. Test to make sure the cash value is large enough

    Ex: if floor(cash/1000) => 1

    2. divide cash by 1000 and store the result in a separate variable like 'cash_thousands'

    Ex: cash_thousands = floor(cash/1000)

    3. subtract the thousands from the 'cash' value

    Ex: subtract (cash_thousands * 1000) from cash

    4. pad the remaining hundreds and ones and store in a text variable (we'll call it 'cash_display').

    Ex: set cash_display to cash_thousands & "," & zeropad(cash,3)

    Note: you can also just display the number variables directly with the comma, if needed.

    That's it. If you need bigger numbers, follow the same steps and make a cash_millions variable, dividing the original value by 1000000 and so on.

    If I goofed up, please call me on it... but I think this way is pretty simple.

    Thanks.

  • casief - I don't what you intend with the movie, but you can also try using the 'Browser' object to play the movie. If you add the movie file as a project file and call it with the Browser object, it should play in a new tab/window. If you're trying to play it in-game, rather than a new window, that won't help much! :)

  • ebrar - did you try turning on 'Point sampling' rather than 'Linear sampling' in the project properties? You might also want to see if 'Pixel Rounding' makes a difference. I noticed a massive improvement in the Retro look when using 'Pixel Rounding' and 'Point sampling'.

  • Just a quick note, it might be less burdensome on resources to use Tiled Backgrounds for a lot of the static stuff, particularly the road, trees, etc. You can do a lot with backgrounds and they require far less processing power.

  • amariscal - If you haven't checked the firefox docs yet, here's the link about the manifest: https://developer.mozilla.org/en-US/docs/Apps/Manifest

    You need to make sure you follow their guidelines about setting up the mime/file types on whatever server you use; it's tricky, for sure.

    After wrestling with one app, I decided to go through clay.io; after uploading to them, you can use their service to go to the firefox marketplace. They do all the work for you. I'd recommend giving them a look, as they also expedite the exporting process to Facebook, Chrome, etc.

  • Hello folks!

    So I'm having a little boggle with listboxes.

    I added a listbox element to my program and use it to display some settings that the user can choose from (e.g. an options menu). This options menu, and the listboxes, appear when the user chooses, such as a press of the ESC key or a right-click of the mouse.

    The menu comes up and the listboxes work great, the first time, and then on subsequent uses the listboxes do not appear with the rest of the option menu. All other elements in the Options menu appear/re-appear when summoned.

    The options menu operates on a higher Layer than the rest of the program with its visibility toggled on/off as needed; the elements do not respond to input if the layer is not visible. Again, all works fine except the listboxes don't re-appear. I used Z-order to make sure they weren't getting buried, but no such luck.

    Any insights? Anyone have a similar experience?

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Space Ape

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