jobel's Recent Forum Activity

  • yeah SF+ just saves the step of doing the array.. so if you don't mind the array then you are better off since SF+ is 3rd party and not officially supported.

    the only annoying thing about not using SF+ is that you can't preview how it will look in the editor, where SF+ shows you how it will look before you run it.

  • It works amazingly..

    but you have take the JSON array that is provided in the Text File output from GYFM. Then copy and paste that into the SF+ properties.

  • you should use SpriteFonts.. it s bit of a pain, but that way you know they are seeing the font you intended.

    also, I would think about downloading and using both SpriteFont+ and GYFM (Give Your Fonts Monospacing)

    https://www.scirra.com/tutorials/629/sp ... when-where

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  • sounds like your object count could be the culprit. Or a particle system who's lifetimes are too long.. etc..

    How long does it take to slow and then stop?

    An exclusive for existing users if there are any objections from Scirra.

    this is a no-brainer and it's crazy missed opportunity if Scirra does NOT do this...

    they should absolutely grandfather-in all their current C2 licensees and give them a discounted rate for life, or until they cancel. Going forward with a new product and such a dramatic change to their finances, they need to make sure their user-base is strong. What better way than to give incentive and benefits to solidify your current userbase? They would instantly have a fleet of C3 advocates, spreading the word of positiveness.

    The mantra should be: take care of your customers and they will bend over backwards for you.. even if it means at a cost to you in the long run. Success does not happen with using the "nickel and diming" method. Take cues from successful companies and think.. would they do this? doesn't matter how small you are, it still applies.

    just my .02

  • Hey, once the game is running with Pad control and I have a demo level I’ll let you know. If you have the time maybe you can take it for a test run

    sure thing... make sure to notify me with the

  • very cool.. good transitions, nice short iterations (although the Get Ready is kind of tedious after a while). I like the weapons and teleport/slow downs, and level design a lot. Looks like you can probably get really advanced levels...

    At first really didn't like the mouse control, but after a bit I got used to it. In general, mouse games don't feel like games to me - I don't know why. I mean, to use a mouse as a way to interact with the interface, sure. But to make my space ship be wherever the mouse is? feels like the ship is really just my mouse.. I don't know, something is weird about it. But like I said, I got used to it.

    The WASD keys should rotate the ship in the direction rather than it just popping to exact right-angles...Honestly, I think the whole game should use a GamePad.. I think I would actually buy this game. But of course that would probably change almost all the level design..

  • onClick on Object (Sprite)

    if Sprite.AnimationFrame = (Sprite.AnimationFrameCount-1) then

    set frame to 0

    else

    set frame to self.animationframe + 1

    *The -1 is because frame numbers start at 0

  • > well for a work-around you'd start the fade and set a flag and then in your OnFinished, just check the flag as well and that's how you'd manually figure out which fade had finished. You'd create a bool for each Fade.

    >

    Yeah that's what I did, it's just a little confusing to manage that for each one in a big project like mine, haha.

    it's not too bad though, 2 extra Actions and only one extra Event Condition.

    Start Fade

    Set fade1 to true

    OnFade Finished AND fade1 is true Then

    reset fade1 to false

    but I guess it depends on exactly how many objects you have fading and watching, then trigger when finished. I almost never use onFadeFinished usually for me it's fade and forget.

  • well for a work-around you'd start the fade and set a flag and then in your OnFinished, just check the flag as well and that's how you'd manually figure out which fade had finished. You'd create a bool for each Fade.

  • Man, this whole array stuff is soooo confusing

    Hmm, lemme try another example.....

    So, if I want to set (7,5) to "5" (which is basically its Y axis)

    What expression would I put down?

    something like..... Array | Set Value at (7,5) to..."Array.CurX"??

    it's not a "Y axis", once your array has more than 1 column you need X/Y coordinates... if it just has 1 column, you only need X. You would need to do: Array.At(7,5) = "5". The CurX is the loop variable, meaning it starts at 0 and increments by one with each loop - up until there are no more array elements.

    with one column:

    here you use only X

    Array [0] = "john"
    Array [1] = "fred"
    Array [2] = "mary"
    [/code:13h8jrcr]
    
    with more columns... (first name, last name, age)
    here you use X and Y
    [code:13h8jrcr]Array [0][0] = "john"
    Array [0][1] = "smith"
    Array [0][2] = 25
    
    Array [1][0] = "fred"
    Array [1][1] = "smith"
    Array [1][2] = 21
    
    Array [2][0] = "mary"
    Array [2][1] = "smith"
    Array [2][2] = 28[/code:13h8jrcr]
  • maybe I'm backwards, but isn't it more like.

    (7,5) = (x,y) = 58 = (Array.curX, Array.curY)

    so the x value of 58 is 7

    the x is always the row.. so it really depends on the data and how you format it. If it's laid out like Excel, the X is horizontal.. that's how it is in other programming languages. With C2 it's weird to me how they say Y is height or rather horizontal rows.

    I think of arrays storing data like this:

    John   123  y 
    Mary   392  n
    Fred   495  y[/code:1qsr2m7k]
    
    instead of this:
    
    [code:1qsr2m7k]John Mary Fred
    123  392   495
    y    n     y[/code:1qsr2m7k]
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jobel

Member since 27 Jul, 2013

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