brunopalermo's Recent Forum Activity

  • Regarding huge sprites, I'd suggest you read this: https://www.scirra.com/blog/112/remembe ... our-memory

    Just to save you trouble in the future.

    cheers.

  • Hey jatoblendy!

    I guess you're looking for pointers on implementing the reverse gravity mechanic. I have and old capx here with this exact mechanic that I had on an old game of mine, so I transfered it to an example capx (the game has lots of events and it would be horrible for you to find the ones that matter). In this example, you can both jump by clicking or reverse the gravity by clicking while on air, but you should have no problem to adapt it to just reversing the gravity as you want. Also, the blocks logic is very simple, I took it from the autorunner template, so, I'd suggest you come up with your own.

    Here is the capx: https://www.dropbox.com/s/iiuvtetllaaey ... .capx?dl=0

    Hope this helps. Cheers!

  • Hey Obi554!

    I didn't understand exactly what you'e trying either.

    When you change the slider, it will adjust its value to the value corresponding to the current position of the slider on the bar in relation to max and min values. So, if you have a slider with min 20, max 100 and step 10, you'll have a slider with 9 possible positions and you can change from each to any other of them. Sliders are not used to increase something step-by-step.

    You can force the slider to only go up or down one step at a time, but I wouldn't recommend, since it feels very weird and counter-intuitive. Another option would be to use the slider just as a feedback object, instead of an input object, and control its values with buttons. But, again, I'm not sure what you're trying to acomplish here.

    The capx below has both situations I explained above. The first slider let's you change it, but limits the change to one step up or down. The second one doesn't let you interact directly with it, but, instead, is controled by the buttons.

    https://www.dropbox.com/s/2ej7ti9kb9phh ... .capx?dl=0

    Hope this helps. Cheers!

  • Instead of "play from beggining" you could use "current frame". I'm on transit so I didn't actually try it, but it's worth checking.

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  • "

    >

    > I make your words mine: If one is going discussing stuff in forums, even if they think they know what they're talking about, they should learn to check the freaking facts first. You're welcome.

    >

    >

    When did I ever say that? I may have acted like a smart ass, but I never said anything like this.

    "If one is going into programming anything, even in C2, they should learn this kind of thing first"

    See? I just used your "smart ass" phrase and changed the words.

    But, whatever. I guess this thread is already too angry. We should all take a deep breath and take it down a notch (or ten notches!!)

  • This is not helpful at all.

    Very rude and totally useless.

    You wanna fight, I'd suggest another forum.

    You were very rude. You came around like you're entitled to be helped no matter how you ask, you complained about something being a bug and got angry when told it wasn't. Seriously, dude. People like me, dop2000, and , are here every day helping people out, just for the kicks. Then, you come out of nowhere with your crappy code, trying to publicly shame a Scirra developper and start a fight? Get your s*** straight, man.

  • Glad to help!

  • Hey RODInteractive!

    This page has a very detailed description on how to use and implement hexagonal grids:

    https://www.redblobgames.com/grids/hexagons/

    It's not focused on construct, but you can do everything there with it. If you need any further help with your first tries, just let us know.

    Hope this helps. Cheers!

  • it's probably worth mentioning the fast prototyping and ease of use of C2/C3, allowing for example game designers and artists to test their ideas in practice without extensive technical knowledge/coding experience.. Of course, being able to quickly try out/implement different mechanics is an invaluable tool for more experienced programmers as well.

    Yeah. I didn't mention before, but the course is, actually, about fast prototyping with Construct and is mostly targeted at artists and game designers. So, people there already know the advantages of Construct for that kind of stuff.

    Anyway, thanks for highlighting that. And thank you all for the insights.

    Cheers!

  • brunopalermo

    Actually "Between angles 0 and 45" will include 0-44.999999999

    This is likely to allow creating several consecutive conditions:

    If Between angles 0 and 45 -> do something

    If Between angles 45 and 90 -> do something else

    So I think this is not a bug, but rather a poorly documented feature.

    Yeah, yeah... I was only talking integers, but yes, anything BELOW the second angle.

    But the point there was another. The point is that the first angle IS INCLUDED.

    And I agree, not a bug at all. As Ashley put, it was a problem caused by poorly impliemented code (based on a poorly documented event).

  • note that the FIRST angle is included.

    So, Between angles 0 and 45 WILL INCLUDE 0-44. So, no, this will NOT ALWAYS be the case.

    Check this demo: http://constructgamelab.000webhostapp.com/angles/

    You can enter min and max angles and hold mouse down to check if the current angle is "between" them. Green means it is, red means it's not.

    Here is the capx, in case you still don't believe: https://www.dropbox.com/s/wom363f8b2xa8 ... .capx?dl=0

    I make your words mine: If one is going discussing stuff in forums, even if they think they know what they're talking about, they should learn to check the freaking facts first. You're welcome.

    Cheers. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • You're right, ! Missed that one.

    That said, changing the angle doesn't work either. Using 271 just makes it move for while, then it gets stuck again.

    It's hard to tell the problem. The code is a mess, there are several diferent, and contradictory, conditions to do exactly the same thing. And it doesn't even make sense to implement a "drag" movement like this. Anyway. I'll take another look and see if I crack this one.

    EDIT: Hey ! It seems you were right from the begining. I went through all between angles events and added 1 to the second angle. Now I can't reproduce the problem. Apparently the event does not include the end angle. The manual says nothing about this, but it's working, so I guess you're right!

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brunopalermo

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