El Constructorr's Recent Forum Activity

  • You will have to do this mathematically.

    It should look something like this:

    Set X to: choose(100, 200, 300, 400) + background.X % 100

    Set Y to: choose(100, 200) + background.Y % 100

    You may have to experiment there a bit, unless that works perfectly in the first go.

  • Yes there is an easy way.

    Animation.speed = -20

    Basically just have a negative speed, it will animate in reversed.

  • Easiest solution would be simply:

    Call Function: choose(func1, func2, func3, func4)

    If you have a lot of functions, then:

    Call Function: "func"&str(round(random(1,100)))

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  • Just before Go to Layout, add an action Wait for 2 seconds.

  • Of course you're confused, your avatar pic says it all.

    But, what seems to be wrong? The video preview shows correct changes in readings and you tested them all well. And it worked well, didn't it?

    So now you know what each of them say, how to reset them (in the beginning if you have to), and it can detect where the phone is tilting exactly.

    Except, two problems: the Beta -179 goes to plus 180, suddenly which can cause problems if you're performing actions relative to Beta values... The sudden jump. But it can easily be resolved by some math. Search on this forum you'll find many similar problems and solutions.

    Second, if you're worried about the sudden wrong readings due to spikes and jerks, you can easily eliminate that by 'easing' out the values. i.e. Instead of showing "exactly" what it the sensor reads, let it gradually go towards the value, which helps in filtering wrong values in between (i.e. jerks).

    You can do that by using the 'lerp' function... Look it up.

    Example: alpha_value = lerp(alpha_value, Touch.alpha, 0.4)

  • Thanks oosyrag ! That clears it up! I'll try this soon, if worked, I'll change the title of this post as [Solved].

    Cheers!

  • The one word solution for you can possibly be: "Calibration".

    The ball maze game works perfectly because beta/gamma orientations (Gyro sensors) are calibrated at 0,0,0. When you tilt, they change. When you hold it landscape, it obviously have a big value in either alpha/beta/gamma (most likely alpha?).

    First thing: You must display the round(alpha), round(beta), etc. values on screen throughout to be able to visualize what's happening when you tilt. I hope you're doing it already? If not, I can't believe you.

    To make things static when phone is held landscape (i.e. to have 0,0,0 at that position/orientation), you need to subtract that amount of tilt you've done. That's called calibration.

    For that, you need three orientation variables (instead of using alpha, beta, gamma directly). Lets say you call one of them alpha_var, which is initially 0. Now, Every tick: alpha_var set to alpha_var + Touch.Alpha. And before starting the actual game, you must show a button "Calibrate". Once clicked, it should subtract all orientation values from those variables to make them all zero. And then use those variables as orientations (just like your maze game) because now, they become 0, 0, 0, on landscape (after calibration), just like previously 0, 0, 0 was on laying flat.

  • Hi, I am getting confused on syncing Touch.X and Touch.Y only of the Peer values to Host, not vice versa.

    All the examples / tutorials sync objects and then syncing their variables, however, in my case all I want is the Host knows where the Peer is touching.

    My questions are:

    1. Do I 'have' to sync an object? can I simply sync Variables (or instance variables) ?
    2. How do I avoid syncing the host object to the peer? Let's say I only want the Peer object (or instance variables) to be sending data to the Host, not vice versa.

    I would appreciate if someone can list the minimum actions that I will require to do this.

    THanks!

  • Okay so I am about to make a large semi-circle boundary in which objects can't enter.

    My game is already too heavy (lots of sprites, particles and events), so I was wondering which of these will consume lesser CPU/GPU usage:

    1. Having a semi-circle sprite (1600x800 px) with around 25 point collision polygon
    2. --OR--
    3. Use Compass-Arc method and only draw a dotted-boundary using 50 small sprites ?

    (Meaning, using one thin radius-long sprite as a temporary guide, rotate around the Origin, while spawning total 50 small dots [10x10px] equally along its edge using Repeat and Rotate event-action)

    I hope it makes sense? Simpler question is: 1 Large Sprite vs. N Small Objects

    Thank you

  • I tried. Works fine for me, no windows cursor no matter what I do. (Chrome, i7, no graphics card).

    So let's debug it: It only happens on Clicks only? Confirm this by disabling On Click conditions. Then (assuming it works then) Enable those again, and now try replacing its actions (path following?) with some other action, maybe use Tween to reach there directly. See if the problem still exist?

    Oh and also, try changing the event of Set Mouse Cursor, maybe set it only on Mouse click, or changing the position of that event elsewhere. See what happens.

  • I have no idea why do the default Buttons, Slider Bar, Progress Bar, etc look so sh** !

    I'm sorry, but I mean, their Icon looks better than what the actual object eventually show up as.

    Might as well let the icon be the graphics instead of what we get now.

    And we cannot even change its sprite?

    I cannot even rotate the slider bar, I wanted a vertical one!

    Wouldn't it be nice to have 'presets' available for each of these objects where we can choose the classy buttons/sliderBars/on-off-switches/Progress bars etc. ? OR At least give us an "Edit" option to replace the existing one with our own graphics.

    Has anyone shared a collection of their Buttons etc?

    Thanks

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El Constructorr

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