AnD4D's Forum Posts

  • Colludium

    Sadly I'm using force to allow me to alter the direction of gravity on an object. This means a slower, more progressive look and feel is required.

    Thank you for your message though. I will look into how I could perhaps use impulse.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Definitely! It looks brilliant.

  • Question about physics forces.

    If I have 'Every Tick apply force 10' to an object... does this mean that if I was getting 60 frames per second and said object moves (let's say) 600 pixels in a second....

    If I was only getting 30 frames a second, would the object have less force applied to it, and therefore move half the speed, and travel half the distance?

    I only ask because I believe this is happening to my game. On my mobile device, I'm only getting 30fps, and everything else is set up with DT, but I can't do that with physics, as I believe Ashley has already said that physics already has DT applied. I have frame-rate independence on, but I'm still getting slow speeds. If I use gravity, on the other hand, the item drops at normal speed no matter the frame rate. It just appears to be forces that are affected.

    Just wondering if anyone else has experienced this, and come up with a clever way to get around it.

  • Following on from another post I just saw in regards to the recent Candy Jam (Protesting King trademarking individual words, such as the word "Candy"), I entered with this little project.

    Took me a day, so don't expect too much :)

    The King's Saga

    For those with smaller monitors, similar to my laptop, you may want to zoom out slightly so you can see the whole screen.

    ENJOY!

  • Was this made using C2?

  • Brilliant! You've helped me loads lately, so thank you very much indeed.

    I've tweaked it slightly so that it will check the closest every 3 seconds to make it even less intensive, but it will retain the knowledge of who is closest and will look at them constantly (For at least 3 seconds).

    Very clever. It will take me a while to actually get my head around, but it works great so far!

  • It seems what I'm actually looking for is "Pick second closest to".

    Still no idea though...

  • Hey guys!

    I'm trying to figure out how to make each member of a family rotate toward the closest member of the same family. Does that make sense?

    At the moment, the system just seems to realise that it itself is the closest member of the family, so it just looks at itself. This obviously isn't what I want it to do. I want to to exclude itself from the choices. I therefore tried to set it up so that it would allocate itself a number, and only check out family members whose numbers that were not equal to its own... but that's where I start to get confused, and it doesn't appear to be working.

    Originally I did have it set up where players and enemies had their own families, and that worked great. The only problem I had is that I wanted certain aspects to work for both families, so I combined the two. It is important that I only have this working within a single family, so I hope someone can help.

    I feel I'm close, but for all I know, I may be way off.

    In any case, please find the attached summary example of what I'm trying to achieve.

    Example

  • nemo I used instance and global variables rather that just (11/20). The instance I use is 11, and the global I use is 20. For some reason, this is what generates the odd number.

    ramones Thanks, that works, although I still don't understand. I would have thought we wouldn't be having such a strange results appearing... especially after looking at Colludium 's.

  • Joannak Strangely enough, when I tried to use int in my main project, I got the results 100%, 0% and -100% only. I just assumed it was doing some major rounding, and took it back out.

    Glad someone's able to reproduce it though.

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    copy.com/k1YjZyP2VIO4wjMk

    Steps to reproduce:

    1. I have text set to "(Variable1/20)*100&"%"".

    2. Set Variable1 to 11. This is not required if using the capx, as I have it counting down to show all numbers.

    Observed result:

    When it gets to 11, it should show 55%. Instead it shows 55.000000001%.

    However, this only occurs when I have the &"%" added to the end. Not sure why, but without it, it just shows 55. I can get around this by amending "%" to the end... but it's just strange that it only doesn't work with "&" added.

    Expected result:

    55%

    11/20 = 0.55 * 100 = 55. Not sure where the 000000000.1 comes from.

    Tried adding "int" to the beginning, but that doesn't work at all, lol!

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Win 7 64bit SP1

    Construct 2 version:

    r159

  • Have you made a game before? How did you get a license?

  • How much do you charge per track?

  • Love "First Level". Would fit in great for a game I'm working on now in fact.

  • Sorry about so many posts, but I do not understand the zoom function. It appears to be very jerky indeed, and no matter how much I change the lower and upper values, I'm unable to set the zoom so that it never goes below 100%, or that it only ever zooms out to 50%.

    Even in the example provided it's quite jerky. I'd like to incorporate lerp, but I can't see where to add it.