spacedoubt's Recent Forum Activity

  • Have you read the manual/multiplayer tutorials? It's not easy.

    You're already missing about 4 steps. If you haven't done your homework, it's only going to get worse.. I figured this out with just a quick peek at the manual:

    Connect

    Connect to a signalling server. Upon successful connection, On connected will trigger.

    On connected

    Triggered after successfully connecting to the signalling server. In order to join rooms, it is necessary to next log in to the server.

    Log in

    Once connected, log in to the signalling server. Players must log in before they can join rooms. Upon a successful login, On logged in triggers.

    On logged in

    Triggered after the Log in action if the login is successful. Once logged in it is possible to join rooms. (yes, it literally mentions that on every single one of those manual entries)

    NOW you can request the room list...

  • Sweet! Yeah, 'on tap' triggers on a quick touch and release... It also makes me want a beer...

  • Unconnected I believe what you are doing is correct. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    99Instances2Go Isn't what you suggested just moving it at a constant speed? and therefore defeating the smoothness that lerp is typically used for? I mean.. what you said is useful, too. but when people around here ask for lerp, I usually assume they're looking for the smoothy version.

    EDIT: Found this: https://www.scirra.com/blog/ashley/17/u ... delta-time

  • First off, welcome to the wonderful world of C2!

    You could put a boolean instance variable on the player to keep up with which way it's going. call it "isleft" (or whatever you like).

    on touch >>>

    (subevent)-If player isleft = "true" >>> set isleft false AND start moving player right

    ----------------Else >>> set isleft true and start moving player left.

    EDIT: oh, actually that won't work with the way you're doing the movement...

    let me rewrite:

    on touch >>>

    (subevent)-If player isleft = "true" >>> set isleft false

    ----------------Else >>> set isleft true

    (new event)

    if player isleft=true >>> move left

    else >>> move right.

  • make an invisible sprite. put scrollto on it. give it a movement behaviour and have it move through the level.

  • I remember seeing this once (on the [How do I] FAQ thread, btw).. I think I even tried it.. If it doesn't help, let us know and I'll try harder

  • Dear LaDestitute I'm a big fan of your approach to video game creation! Link to the past is a brilliant choice and I love seeing you get on here, ask a question, figure it out, and then share the answer with everyone. Keep it up!

  • I just came across this, and it almost sounds like I'm making the same game as you.. haha!

    Mine doesn't have any naked people, though... yet.

    That procedural animation is impressive! I am interested to see where this thing goes.

    Anyway, great work! I'm running into a lot of the same problems as you (new layouts at runtime, nested dictionary maps, etc..), so this thread is super helpful!

  • I'm guessing it only plays "attackAir"?

    once you push the attack button, it begins playing "attackAir" and doesn't stop.

    all the other events are set not to trigger if "attackAir" is playing.. and it is.. so they don't trigger.

  • Yes! I believe that's it.

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  • well.. if you can find ten percent.. and you want ten percent below.. Subtract!

    Player.WeaponMinDmg - (Player.WeaponMinDmg/100*10)

    EDIT: you could also multiply by .9 for the minus and 1.1 for the plus. I guess that's a bit more direct.

  • % is modulo. (remainder after division)

    to get percentage you divide by 100.

    so to get ten percent of player.weaponmindmg, you would do player.weaponmindmg/100*10

    so put that in place of where you have "10%"

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spacedoubt

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