DozeMaster's Recent Forum Activity

  • Thank you Fred and Corp for a detailed reply. I'm still a bit confused about this one though

    xHand-cos(a)*arrow.str/10

    that is translated as this from the image point formula above

    x = centerX + cos(angle) * distance

    arrow.str/10 ( the value of arrow.str is probably to high and requires reduction) basically is a Live distance that is continuously changing while keeping touch down or some key of sorts or when a condition is met.

    here is a website explaining the sin,cos and tan

    this one website calculates ur cos values choose degree sign for angle

    cos(a)*arrow.str/10 it will give u a value which is basically moving the arrow in this case backwards before it gets released as its subtracted from xhand.

    cos(angle) it will return a value from 0 to like 100 or -100 or 200 even depending on the angle value. if the angle is somewhere around 45 degrees the angle value that would mean that cos(a) would be somewhere around 0.7 or so... so if u multiply 0.7 with 100/10 lets say that is 10 0.7*10 that is about 7 ... meaning xhand - 7 in the end... but remember that strength always changes, so it might be 7 the max value but the smallest where it begins drawing might be 1 or 0. as str can be anywhere from 0 to 100 /10.

    I'm bad at math also don't worry.

  • self.strength means there is a local variable on that object used there.

    for example if you have a sprite named char you don't have to create global variables to keep track of his life damage or strength

    you can use a local variable on the sprite itself and give it a value, then u can use those values by using an action or condition like

    sprite.hero is self life =< 100

    and

    sprite.hero on collision with refill health item

    then do action sprite.hero set self life to self.life+healthitem.liferefil value

    that is the formula of image points used in this case to set the position of an object to a pivot point

    formula for image points

    thanks to newt on this one he recently posted in general

    xhand is a global variable with the X coordinate of the characters hand in this case or a point position near the hand of the character.

    is cosinus from

    where

    should be equal to

    (i don't know where you get the angle value on this one though in your current case)

    yhand is the global variable with y coordinate of the characters hand as with x hand

    sinus from

    where

    again is the angle set and used in the x positioning also

    arrow.str -local variable str on arrow object, is the strength or in the image point formula that is a distance value.

    distPivot global variable that holds the distance of from or to a pivot point, this should be set somewhere in the code or already has it set by default in the global variables list.

    this sets the position of the arrow when the bow is shooting basically. going back and forth nice little trick to animate a movement of an arrow before it flies off from the bow.

    sets the power /speed at which the arrow will travel at probably, by comparing if strengths value which is probably set while keeping pressed down a button or the touch on screen. it also influences the X position on the xhand-cos(a)*arrow.str/10

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  • Just subscribed on your channel, dude, this challenge of yours is amazing, i meant to do this type of thing a long time ago, when i started using construct but hearing you in the videos, and concepts you got so far(which i agree with), you just confirmed why i didn't started or completed my challenge, is that cause i always overcomplicated the game design, and i wanted to to have more power ups, more design, more features, where in the end the game needs to be fun, simple, and give you that 5 minutes of stress relieve. You are on the right track! i would've joined you but my current job doesn't offer me that much time. Maybe soon will come after your challenge ^_^

  • How can I easily repeat this command so it works for the Y-axis the same way as it does for the X-axis?

    I want a 9x9 grid of the same square object.

    u can do that by using (For "") system loop expression.

    And u do them like this

    start of layout

    --sub--for "x" from 0 to 2

    ----sub---for "y"from 0 to 2 :Action

    Action is on the y sub that is under x sub that is under start of layout:

    create block at

    x= block.Width/1.2 + loopindex("x") * (block.Width + block.Width/2)

    y= block.Width/1.2 + loopindex("y") * (block.Width + block.Width/2)

    that should create a 9x9 grid.

  • I have been green lighted from google ads, still getting error tho, weird.

    what is the error???

    (have to advice you to not take my suggestions seriously, i failed at math on a forum post today lmao, im laughing my guts out. Was basic math logic omegalol.....)

  • Man, there are so many mistakes in your comment... :)

    was it that obvious? ^_^ ... 2 years of blogging gone to the drain cause of this post i did ... im the new 4+7 =21 kid on the bloc :)))

  • You can see what I mean here:

    http://tiny.cc/azhi2y

    I assume you fixed the problem by now.

    That's some serious graphic work :D amazing when is gonna be ready to play? ^_^

  • Hi i am working with the online chat example in construct 3, i just wanted to know the details of how to create rooms so only a max of 5 players can join at a time and how to create specific named rooms in general

    peer is connected trigger once add 1 to globalvariable = players

    if user is connecting and players = to 5

    kick peer that tries to connect.

    i know is ambiguous... didn't played a lot with the multiplayer feature.

    about how to create chat rooms ... is more a array thing ... il let someone else to guide there.

  • I just used this for the Y, it spawns the object a little above the ground. Zombie2red.y+floor (random(-10)+-10)

    I don't understand why there is two? (-10)+-10). surely one 0 would have been enough?

    if one zero would been enough then you would have a 1 instead of 10.

    as for (random(-10)+-10) the +- is a bit redundant u could've easy do (random(-10)+10) its the same thing as the +- negates itself and u remain with a 10 positive.

    If you would do random(0,10) then that would've been a different thing cause that would pick any number from 0 to 10.

    if you do (random(-10)+10) you are basically saying add a random(-value) to this sum with 10 or set X value to 10 + random(-value) is the same thing.

    now i dont know if this is explained or not in the manual, but my logic i think on it is

    random(0) picks any number from -infinity to +infinity

    random(-10) same thing but focuses on -infinity spectrum up to -10

    random(1) same as above but towards +infinity from 1

    (in ur picture u have random(0)+0) that means 0+random(any number + or - value)

    P.S(i never read the manual (outside the preface) >.> ... to much info, unclear what to focus on, in my case best example was using Construct and learn by doing, as its very intuitive and logical in the common sense of execution)

  • I have been looking on the forums, and google, and playing around with ideas in C3 and haven't been able to figure this out yet. Any help/suggestions/advice would be greatly appreciated.

    When the Start Button is clicked, The Unit should move towards a randomly selected Target using 4-directional tile based movement.

    If its a random pick then at some point you have a instance picked right? therefore you know/predetermine which instance is picked.

    Example of pseudo code:

    Requires 3 global or local variables one for the X position (target_x) and one for the Y position (target_y)of the randomly picked red sprite instance. And the 3rd variable (moving) is for telling the moving sprite to start moving.

    If moving = 0 the green sprite doesn't do nothing

    If moving = 1 the green sprite starts moving towards the coordinates set at target_x and target_y

    And we go as follows:

    Condition block

    1st condition of the block

    When start button is/was/ pressed/released

    2nd condition on the same block

    pick a random instance of red sprite

    Action

    set target_x to red sprite.x

    set target_y to red sprite.y

    set moving to 1

    Condition block 2

    If moving = 1

    Action Green sprite.set position to target_x target_y

    if you want it to move pixel by pixel and face the direction

    Then we replace the action of green sprite with the following

    Action green sprite.movetowards.angle by 5px at angle(self.x,self.y,target_x,target_y)

    For a grid like movement is a bit more complicated as you need to calculate the x y block and movement of things and length /step for that u can use the grid movement as would be much easier for you to understand, then me explaining a overcomplicated system in pseudo code.

    you might want to take another look for other examples at scirra.com/tutorials if you can't find the answers in the C3 tutorial section or forum. (Google doesn't really help as not all tutorials have visibility in the google ranking as other bigger websites might have better keywording/tagging etc)

  • The free version is too limited , impossible for me to do anything with. why shouldn't the whole program be free except exporting functions?

    On this subject are a few answers one of them would be the business aspect which Tom explained, in order for scirra and the developers of Construct to keep improving and developing the product they need revenue.

    Offering the program for free wouldn't allow them to do that, so the freemium model they chosen is limited.

    Now you said why isn't only limited to the exporting functions, well that is because if scirra would allow you to make a full game with a forced splash and give you access to html5 export option only.

    You would be able to turn that html5 export and convert it using other services or a custom interpreter that would allow that html5 export to run on android, ios, windows, linux and other platforms, that's why the limitations.

    Construct as any other software is made out of code, code that can be reversed engineered if put enough time in can be exploited to the point of rendering the scirra business model to nothing more than a freemium product in the case they would give access to all the features of the software on a free version.

    A good example here is all the games like (Ghost Warrior Sniper and others) that offered a demo fully packed with the entire code of the product, but was locked so you can only play a surtain amount of the game that would make you buy the rest, problem is having the entire product locked but all the features built in the demo like that, people were able to crack it and therefore you have the torrents all over the internet allowing you to download a free pirated copy illegally, which in terms the business creating the game, loses money that instead of going to their development and improvement of the game are basically wasted, or not spent at all.

    Having Construct on a cloud system locked is the best choice as the content is not fully on the client side. It can still be cracked (the saved version on the client's browser most surely to hard to be worth it), however no longer getting any updates. But cracking a cloud based software would take to much time and effort and would be for nothing as in the time pirating a software like this, the original creator would be making tons of other updates where you only will get a old dusty version while free useless in the end, as the internet technology constantly evolves and changes everyday.

    I hope you see the problem here and how the limited features the free version has, are best fitted to the current situation.

    However if you want to learn something more than the basic functions, there are tons of schools all around the world using Construct as their programming software teaching tool.

    You can join one of the classes that would allow you to practice to the extent you want without limitations.

    And when you would be ready to publish you can then buy a full license of Construct and publish your game.

    I might over done the information needed, been carrying myself probably to much in depth, but that's some of my logical speculations why the limitations of Construct exist.

  • Yeah, I think I managed to have them selected at the master level and moved them to my global, non-scrolling HUD layer. I have nfi how or when I did this, but I fixed it by going to an older save that had all the correct instances and just selected all and pasted them into the newer version.

    All fixed. I gotta be more careful.

    Is there a way to permanently lock a specfic layer so no new instances can be added? Even with it locked, I'm always adding things to that damn HUD layer by mistake.

    You can lock the layers so you don't drag or remove them by mistake but not to stop putting new instances on the layer. This might be a good feature request actually for C3.

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DozeMaster

Member since 30 Jun, 2014

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