oosyrag's Recent Forum Activity

  • With Fullscreen scaling, resolution should not matter, as the pixel amount is relative to your original viewport size.

    A bigger likelihood is different refresh rates on those monitors. If you're not using dt in your movement events, it can cause different rates of movements.

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  • It's possible, but has the potential to be very very complicated. There are essays and essays about how good camera control is handled in games, and there are a lot of subtle differences between games too, so there's not really a one size fits all type of solution.

    For your described scenario, you'll want to identify the center point between the selected units, and then set bounds for the "camera" object based on that center point. The clamp() expression can be used to keep a value (x and y positions in this case) within those bounds.

    First the center point. Assuming you want a flexible number of units, you'll want two variables (or an invisible helper sprite) to keep track of x and y values. Add all the selected x or y positions together and divide by the number of units selected. How exactly you go about picking the units will be dependant on how your unit selection is set up.

    For the scroll to camera object, every tick set it's x position to clamp(centerpoint.x-range,self.x,centerpoint.x+range) and similar for y, where range is how far you want the camera to be able to move from the center.

    You'll probably eventually want some way to have the camera automatically drift or reset back to the center as well. You'll need to describe under what conditions and how you want that to happen.

  • First, you don't have to. Nothing would happen anyway.

    Secondly, you can set the variable to nothing, based on whatever condition you want.

  • Could be an expression that isn't referencing the correct thing in all cases. Hard to say without seeing what you did.

  • On key press, append a string in a variable or text object. When the string matches, do action.

    You can use right(string,n) to compare only the last n characters entered.

  • Try turning off (or on) pixel rounding in project properties and see if it helps. I vaguely recall there was some trick involving putting sprites in a subfolder that might fix this as well, but that was a realllly long time ago and I don't remember the details.

  • construct.net/en/forum/construct-3/general-discussion-7/wants-free-storage-even-393mb-173265

    Another fairly recent topic that seems related and unaddressed. If it's reproducible, then a bug report on GitHub would help expedite a fix. I've never seen this myself though.

  • As I've mentioned before, the values will change even if you run it on the same axis multiple times (x y or z even), but the distribution should be similar in the long run. For more consistent results, increase the sample size.

  • I took a sample of 10m perlin noise values, sorted them, and recorded the threshold value for each percent of total samples.

    There will be some variation no matter what (that's why 50% isn't at exactly 0.5), but statistically speaking it should be close enough to not have any noticable difference in practice.

  • You can adjust your ranges instead. If you use the chart I posted in your previous post regarding noise, you can get a pretty good approximation - 0-0.382 will contain roughly 10% of the returned values, 0.382-0.437 will be the next 10%, 0.437-0.462 will have your next 10%, ect. Edit: This is without normalization, which you shouldn't need.

    dropbox.com/s/60uu0inwekr2iaf/classic2d-percentagedistribution.PNG

  • Also check you player collision boxes if you're running an animation.

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oosyrag

Member since 20 Feb, 2013

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