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  • You stand correct.

    You can also use the native canvas screenshotting feature of Construct 2 for it (I think), but with it you will have to resize and reposition the screen for the screenshot to the resolution you need the image to have.

  • If you are talking about the images folder that construct creates after exporting (which contains the images of the sprites etc.): you don't need to change anything in your event system. The swapped image will appear in the game (possibly it could lead to errors, if the swapped in image has the wrong format).

    If you are talking about imported files: if you created a subfolder, you load the sprite from URL with: "subfolder/image.png", if not you can just load "image.png".

    If you want your users to dynamically store pictures in the game, you could build an editor in your game. A textfield could be used for pasting in urls from images, a file chooser for local images. Load the images to a placeholder sprite and then use the canvas plugin (or paster plugin) to paste the images onto the canvas/paster and save the base64-string of the contents to webstorage (or a database of yours). Everytime your user starts the game, the value will be retreived and loaded into the sprite (if it exists).

    Modifying animations will not be practical.

  • Yeah there is no problem, although I personally prefer the movements between grid positions to be smoothed instead of being instant, but that's just visuals.

  • mmmm i'm bad at math, and still have hard time to get it.

    Do we agree Lerp is a linear decceleration between A,B at the speed "factor" of C right ?

    I would not say that this is the case.

    While you can use lerp for smoothing in onto a value, that's not what lerp explicitly does. Lerp just returns a point between A and B, namely it returns: A + (B - A) * C. The smoothing you know comes from using a variable start point A, which normally is the current value that you are smoothing, so for example an objects x position.

    And the deccelaration of that lerp construction isn't linear, at start you will see a faster slow down until it comes to a not noticable crawl.

  • Yes, you misunderstood.

    If you do lerp between 0 and 10 with a factor of 0.6, then you will be at 6. I hope this part is clear? It would be lerp(0, 10, 0.6) = 6

    Now unlerp gives you back the factor of 0.6, if you give it the previous lerp result together with the same starting and end points. (unlerp(0, 10, 6) = 0.6)

  • 1) A collision check to detect mouse clicks over the button area

    2) Those are the stop positions for when the menu is supposed to not be able to scroll further up/down. So it depends on how long your menu is.

    3) All icons are in 1 image, mind that.

    4) one possibility: https://copy.com/umNSJFdVrFWUhtcu

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  • Or you could just use LocalStorage instead of a deprecated feature.

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  • would be a bit simpler ^^

  • If you don't want to code a json parser (/interpreter), this is probably the fastest solution. Just make sure instead of using stuff like push, better resize the array at start of the merge and then just set at - I think this should be more memory-efficient (not sure tho).

    Other idea would be getting a json-expression out of the exisiting array and merge the two json strings correctly together and after that set the array from the single expression, but I doubt thats any faster, so no reason to do that.

  • Ok, I was wrong, was under the impression that https://www.scirra.com/tutorials/77/nat ... onstruct-2 was a manual entry. My bad.

    It's nothing new that those operators are not the same across all programming and scripting languages, though.

  • Put all possible level numbers in an array. Then chose a random index of the array, go to the level of the array value and delete that index from the array (so it can't come up again when you select levels the next time).

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mindfaQ

Member since 12 Oct, 2013

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