Zebbi's Recent Forum Activity

  • multiple of 4: var%4=0

    for multiple of 8: var%8=0

    even: var%2=0

    odd: var%2=1

    % means MOD

    Works perfectly, thankyou!!

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  • So, if I wanted an event that worked only if the value of a variable was a multiple of 4 or 8, say, or even test for only odd or even numbers?

  • Tried using a constantly adding variable with a check after a certain total and I can't get it to work properly unless I use a full timescale, maybe it's the pause plugin?

  • The timescale has no impact at all on the Browser object. The system "Wait" action will last infinitely long if the timescale is 0, because no time is passing for the timer that measures the pause.

    Ashley That's correct, which is why I used delta time, but that doesn't work properly when going back to full screen.

    EDIT: Hmm, I made a test and this DOES work, so I'm not sure why it's broken in my actual game <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused"> https://www.dropbox.com/s/15u18h551xo1v ... nTEST.capx

  • The browser object uses the "blur" action to suspend it (and the "focus" to re-activate it), its not effected by the layout timescale.

    Strangely, when I have the timescale paused, the browser object doesn't switch back when I have a 0.2 second pause to allow it to change the scaling mode before it goes back to fullscreen. It works using delta time, but it's buggy and gets stuck on scale inner (I have to blindly switch modes again before it shows up again).

    EDIT: After further testing, yes, using delta time to switch scaling modes and changing disabling fullscreen to reenabling fullscreen (to allow the change) doesn't work. The switch works fine with 0.2 second game between the switch and timescale at 1.0, but doesn't work properly with timescale set to 0 and using delta time.

  • Is the browser object affected by timescale and if so, how do I set the fullscreen changing function to ignore the timescale of game, ie: if it is paused?

  • Here's a new tutorial showing how to make a menu that has namable save/load slots, might need some tidying but the idea is there: https://www.scirra.com/tutorials/5016/msaveload-mflashymenu-typeable-saveload-menu

  • PixelMonkey fancy trying a Mario behaviour? 😄 Nothing could be as tricky as sonic but would be fun to have cape Mario/floating Mario/mini and super Mario switchable movements

  • I just made an app that runs near (if not) 60 fps, just fyi:

    A sample made with Intel XDK (to test the framerate, etc.):

    https://play.google.com/store/apps/deta ... xingroyale

    Is that after the recent xdk update?

  • really whats wrong with cocoon.io !?!?!?!??!!?!

    Nothing much, I get 60fps using physics (chipmunk) everyTicks and a couple of loops.

  • There's a new fake 3D events system for fusion 2 using a quad plugin that has the whole engine as about 950 events wrapped up into a group (ie: separate events sheet) which looks more or less like what you've done here, in theory, the whole engine COULD be made in an events sheet and not rely on a plugin, updates could be made simply by updating the sheet and parameters could be set using instance variables. A suggestion for anyone willing to take up the challenge (smarter and more patient than I am)

  • Zebbi,

    Here's something simple. I barely spent any time on it, so there is a lot that could be improved or taken further depending on what exactly you want to do with it.

    capx file here: http://1drv.ms/1SDlYoY

    Thanks for that example, so have you use trial and error to place the collision tiles or was it exported from croc3d?

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Zebbi

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