mindfaQ's Recent Forum Activity

  • You just need to set up your board creation event in a way, that it runs only when you want it.

    Different examples of how you can do it:

    1) add the trigger once while true condition

    2) use a global, local or instance variable, set it as condition to be 0, and when creating the board set this variable to 1

    3) put the generation event below a triggered event (those with the green arrow) - those only run on specific situations (i.e. on start of layout)

    4) compare two values: boardsquare.count = 0: create board; = count the number of board squares present in the layout, if there are no board squares, it creates the board

  • You have 9 text fields for a 3*2*2 array which consequently has 12 values (3*2*2 = 18), so of course you end up with some zeroes after sorting.

    Took your example with a 3*2*2 array, now you can check how the sorting works:

    https://copy.com/qJZNymdD2Msddxxt

    hint: it's complicated, even more so with empty values, I suggest not doing it, instead just looking at the right places via loops to fetch the values, and if you have to do some sorting, just add all values to a one- or twodimensional array and do the sorting there.

  • cure.pickedcount = 0

    zombie on collision with player: create cure

  • Might be better to just use an array (if sequence matters) or dictionary (if it doesn't).

    You could also easily import such a token separated string into an array:

    array set size 0,1,1

    for 1 to tokencount(string, "separator"):

    array push at back of x "tokenat(string, loopindex-1, separator)

  • There is the time and wallclocktime expression, you can always access.

    When you want to know how long an object has been around, just set an instance variable of the object to time, when you create it. And later you can calculate time -sprite.instancevariable to get the number of seconds this object has been around.

  • No interface lag and correct file association with the steam version would be nice, but since I doubt this problem will be reliably eliminated in C3, an autoupdate feature for C3's non-steam version would be nice.

  • Give some object in your layout the timer behavior.

    then:

    on start of layout: (timer behavior of the object) start timer "autostart", once, x seconds

    on timer "autostart": start game

    also don't forget to deactivate the timer, if the player presses x

    on X pressed: stop timer "autostart"

    start game

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  • version 0.6; current number of events: 89

    https://copy.com/hJI2Z9pAcYOEDQYc

    Try it out at: http://strategy-investor.de/mgz10/vnengine/

    (if you've tried it out before and it doesn't show the main menu, but starts with the game, try refreshing or deleting the website data)

    What's new?

    • menu done
    • saving / loading done (still has 1-2 bugs I have to squash)

    Next stuff is all optional, let's see what I can improve a bit with the remaining events. Thinking about:

    • skip
    • autoplay
    • options
    • cross fading for music
    • cross fading for images

    When 100 events are reached, I'll try to tidy up the code a bit and add a little up-to-date documentation.

    Added some small music loops that hopefully are more bearable. Credits to:

    menu music: Bamberg - Bamberg 2006

    save music: Iron Bridge Grafix - Midnight Sleep Ballad

    main music: calpomatt - .::A Long Path Ahead::.

  • Hey guys,

    a new update

    version: 0.5b; current number of events: 86

    https://copy.com/IAu3pGzzcoY0xlNB

    Main menu and saving is partly done, I think I can add the other half of it in before 100 events are reached. Not sure about skip and autoplay yet. Options menu will not fit into the 100 events probably.

    edit: fixed a simple error

  • here a very generic expression that adapts that principle and should work regardless of how movement is applied (you probably need to set oldx and oldy to the current position after creating the object, so you get no jitter on the first frame). Ofc if the bullet behavior sets the angle, those two might collide, so in case it is needed, deactivate that.

    https://copy.com/eCpuz2P8WGfKCpyS

    If it jitters too much on irregular movement (like slow mouse drag) or maybe because of bad framerates, you might have to take the difference over more than 1 frame, then the code gets a bit more complicated.

  • Still getting slowdown with the steam version, I'm not sure if it can be helped. The auto updating by steam is nice, but the performance is bad and scrolling through event sheets gets laggy over time, which I never experienced with the normal Construct 2 version (that experience being a long time ago). Overall the lagginess and probles with file association overshaded the purchase and if I had to chose again, I would choose the non-steam version :/.

  • Problem Description

    wrong order of operation in formula containing orders (bodmas)

    Attach a Capx

    https://copy.com/0x99QERAKyv73r8E

    Description of Capx

    after this and the result of a simple formula gets displayed, both should end up being the same according to order of operations

    Steps to Reproduce Bug

    • calculate: -x^2 (you may use 0.75 for x)
    • calculate: -1*x^2
    • compare both results

    Observed Result

    The results differ. The minus in the first formula is erroneously dragged into the power, so it calculates (-x)^2 instead of -x^2. Also refer to: http://www.wolframalpha.com/input/?i=-x%5E2

    Expected Result

    The results should be the same.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES

    Operating System and Service Pack

    win 7 64bit most recent

    Construct 2 Version ID

    r200

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mindfaQ

Member since 12 Oct, 2013

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