mindfaQ's Recent Forum Activity

  • I don't think steam has C2 workshop-support, at least I have not seen it. Community forums from steam can be used without having the program on your account and are not very active. I wonder what you miss. Afaik be glad that you have the standalone version, since it doesn't have the performance bug and it is less of a hassle to run multiple instances of construct.

  • Something like this?

    https://copy.com/khmGMFr3tkug2i8o

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  • That's why you have to build a system to decouple it from fps. Dt works to an extend, but like you said in the turning example, you need to keep those loopholes in mind when you code it. So you could do the rotation like this: https://copy.com/f4EoDCM2a2LnffYG

    In a similar fashion you can build a system that generates the right amount of bullets, no matter if your game runs at 1 or 60 fps and then moves them at the correct location (maths involved). Try to keep it simple of course, since a lot of bullets means a lot of calculation. I just don't see how the "every x seconds" can work in such cases (same for tower defenses for example).

  • You've bought the license here? Then you won't get the steam version with it. You can add a non-steam-game to your library though and with this add construct to your library. Autoupdating through steam won't work, though. (correct me if I'm wrong)

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  • I'd probably keep track of the sprite currently selected in a variable, and then use an expression like:

    pick selected = 1

    ap = 0: set selected = 0

    -- (subevent)

    -- pick all

    -- pick instance with highest ap

    -- ap > 0: selected = 1

    Other idea would be checking the ap with a function, that you call after every ap using event, that checks if the ap are 0 and if they are, run the selection again. Performance-wise this would be a bit faster than running the event every turn.

  • Well, it does rotate... how exactly do you want it to move.

  • opacity 0 instead of invisible

  • Of course. Just use sprite1 is overlapping sprite2 as condition, make sprite1 visible. Then in another event sprite1 is not overlapping sprite2, make sprite1 invisible.

    or

    for each sprite1

    • is overlapping sprite2: make visible
    • else: make invisible
  • use

    System -> Pick all

    before making your second selection

  • Keep track of the path with instance variables, for example give the grid a cooldown variable.

    Then before picking a random instance, pick instances which have cooldown = 0.

    When the ball moves to a spot, give that spot a cooldown variable of two (if it should not be allowed to move there the next turn, but the following turn). At the end of the event you pick all instances with cooldown > 1 and substract 1 from them.

  • just want to show that it is not hard to implement something like this yourself without a plugin:

    (there are probably even simpler ways to implement it)

    (saving start time and substracting it from the game time could be more exact for keeping track of the period, I know)

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mindfaQ

Member since 12 Oct, 2013

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