jojoe's Recent Forum Activity

  • Maybe post a screenshot of the logic you are talking about? I cant really visualize what is happening from your description. Here is a free host:

    http://imgur.com/

  • Can you post a .capx?

    A common mistake is putting the pin action before the spawn action. This would be the first thing I would check.

  • I am not sure if it is possible with C2 but your theory is defiantly possible with a game in general. Have both layouts talk to the same server to relay the information. There might be a bit of latency though.

    Might be able to connect the phones to the PC's server over your Wi-Fi and LAN using an IP address.

    I can FTP stuff to my pone this way.

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  • You need to iterate through all of them is my guess, try the system=>For Each, this will let you iterate forwards or backwards IIRC.

    In my poor English, this will make a "Loop", and loop through each of them so you can do your compare on a 1 by one basis rather than all in one shot.

  • There's a manual page that deals with operators, although it's a section in the Expressions entry.

    Yeah,

    [quote:exeqcdyl]There are also comparison operators =, <>, <, <=, >, >= for comparing values. They return 1 if the comparison is true or 0 if false.

    Dose not say what it is really... I assumed it meant everything except for the value I was testing.

    It's used in BASIC, SQL and probably others.

    != is more common and is used in c, Python and JavaScript off the top of my head.

    Some languages even use something different like ~= in Lua.

    Thank you this is very useful. I only have dealt with Python and C#. i would like to take a Java script class someday.

    Ok, I was wrong

    Apology accepted.

  • Just a quick tip:

    A great way to automatically generate a seed for your random number picker, is the time it takes the user to press the "Start button" at the beginning of the level.

    Also wanted to say I love your explosion animations :3

  • "<>" is even in the manual, you must have overlooked it ^^.

    Relational and equality operators

    Less than (<)

    Greater than (>)

    Less than or equal to (<=)

    Greater than or equal to (>=)

    Equal to (==)

    Not equal to (!=)

    Yeah, I have never seen <> before.... The above are all I know from C#.

    Is "<>" a java script thing?

  • Use <> instead of !=

    So, GUIbackground.Type<>"Static"

    Brilliant! This will save me lots of time. This saves me from making 12 other conditions.

    Thanks so much

  • Hello, I am going over the System expressions, and I cant seem to find an operator for not-equals. I am trying to pick by evaluate all backgrounds that do not have the instance variable "Static" so my expression would look something like this:

    GUIbackground.Type!="Static"

    Looking in the manual I see a bunch of great operators, but i cant seem to get a workaround for not equals. I tried to invert the Pick by evaluate condition block but C2 does not seem to feature this option for this type of condition.

    Sorry, I am used to binary operators in C#.

    Anyone have workarounds for this?, TIA for any help.

  • Do another instance of your sprite, set the opacity to 25% Flip it upside down, and mirror it. scale the Y axis 25-50%

    Well anyway, that is how they did it in the streets of rage remake.

    I also would like to see a mirror effect

  • Hi -

    1. What's wrong the already existing ping-pong mode ?

    2. Why not duplicate the animation and change only the last few frames ? Duplicate images won't be stored multiple times. This makes the animations much easier to visualise

    LOL! I never noticed the Ping-Pong before, thanks for pointing it out

    How do we reverse animations? How do we share frames without writing our own playback system? TIA

    EDIT:

    Okey, to play an animation in reverse, just set to ping pong mode, and set it to the last frame... Then another condition to stop the animation from looping forward when it hits 0, and to trigger the next state in the desired sequence.

    It would sure be cool if the sprite had a behavior for playback sequence. We could add the behavior for each sequence, and then just call the sequence from the Start animation actuator. An expression like Sprite.SequenceBehaviorName rather than the animation name.

    Maybe a talented 3rd party plugin programmer will make something like this for us. It would sure save us a lot of memory to not have a bunch of duplicate frames.

  • A couple of sprite animation suggestions on the playback modes.

    Looping and non-looping are great! There are a couple of others that would really save a lot of image space.

    Ping-Pong mode

    Plays the animation forward, then plays it in reverse, then it loops. Top down walk cycles would be very simple, they would only have to animate a single foot step and , the reverse animation would take care alternate step. Trees swaying in the breeze would take half as many frames to do.

    Scripted mode

    Scripted mode would let us enter a playback sequence. So if I wanted to do the above ping-pong I would do something like "12345432" for a 5 frame single stride.

    Lets say we have a wizard.... He pulls out A hat for 1 spell, and for another he pulls out a magic wand, and for self defense he pulls out a .44 caliber handgun. For each of those animations the first series of frames would be the same, but the last 3 or so would be the different object he produces. After he uses the objects he reverses the animation so it looks like he is returning the item to his robe. The reverse animation would use only duplicate frames.

    For those 3 animations it would take a bunch duplicate frames.

    There are workarounds to do almost what I am looking for, except the reverse animation. The workarounds would take a lot of extra programming, and probably cause some UN-needed CPU overhead.

    Have a nice day.

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jojoe

Member since 29 Dec, 2012

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