mekonbekon's Recent Forum Activity

  • jatin1726 I'm not sure I understand. Do you mean that invalid email addresses with 2 "@" symbols are being marked as valid, or that emails with 2 "@" are not being allowed in the demo I supplied? Can you give me some written examples of some emails that aren't working correctly?

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  • I would guess northern European, definitely not British (I'm a Brit). Sometimes it sounded a bit French, others Scandinavian. Am I close?

  • RobertoFreemano

    You can use the modulo (%) expression to achieve this:

    If score%10 = 0

    If score != 0 | play reward animation

    Modulo checks the remainder when you divide the number to the left of % by the number to the right.

    You need to check that the score isn't 0, as 0%10 = 0.

  • jatin1726

    You can use the "System|Test regex" condition to test the text in a text input box:

    String: TextBox.Text

    Regex: "^[A-Z0-9._%+-]+@[A-Z0-9.-]+\.[A-Z]{2,}$"

    Flags: "gi"

    This should capture pretty much all email configs. Use an "else" statement beneath this condition for your invalid email actions.

  • Thanks, you too!

  • 25games It's essentially the same problem in both examples:

    In the first example the issue is with event 3; you don't actually have any enemies picked, so if *any* enemy's distance is less than the min distance then *all* the enemies will stop. You can either use a "for each enemy" condition or swap the condition around to check if enemy.minDistance > distance(Enemies.X,Enemies.Y,Player.X,PlayerY) to ensure each is checked individually.

    In the second example the problem is with the Else conditions in event 7 and 8: event 6 will check all Characters for "attacking"; If *any* Character is not attacking then *all* Characters whose velocity > 10 will be set to run, but the "Else" in 8 means that if *any* Character's velocity is less than 10 then *all* Characters will be set to idle.

    The trick here is to use inverse conditions: swap the Else in event 7 for "Character is NOT attacking". Make the velocity check and event 8 sub-events of event 7 and swap that second else for character velocity <= 10.

    As a general rule, avoid using Else for checking against objects, especially where multiple instances are concerned.

  • dop2000 great stuff! Really like the alternate frame technique and removing the detector. I swapped out the "8" for "ship.imagePointCount". I didn't get much of a chance to look at this last week; if this one is less hectic I'll have a pop at converting it to a function so it can handle multiple object types.

  • Check out this thread for some demos:

  • A trick I used with reasonable success (originally suggested by someone else on the forums) was to have to have an invisible object per enemy do the pathfinding, give the enemy object physics behaviour and move it towards its partner invisible object.

    You pause the invisible object from moving if the distance between it and its partner enemy becomes too great, allowing it to catch up.

    The physics behaviour allows the enemies to bounce off each other without overlap.

  • Daplayazclub

    Here's an example I made a while back that has full body movement:

    https://www.dropbox.com/s/c35i4hamv9xnz ... .capx?dl=0

    And here's a latest playable version:

    http://bats.bitballoon.com/

  • dop2000 Neat! Good catch on the issue with complete overlap - I think my example should work okay if the objects are solid though. I've also had a few thought on how to reduce the number of particles objects generated and to generate particles from both sides (using two detectors, one stepping clockwise, the other anticlockwise) - hopefully I'll get a chance to give it another go at some point this week.

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mekonbekon

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