christina's Forum Posts

  • thousand apologies for necroing this post, but has this been addressed? I'm seeing height inconsistencies in my really lightweight game. Firefox *and* chrome.

  • So here's what I've been doing for the past three days:

    ludumdare.com/compo/ludum-dare-27

    I love Ludum Dare, and I love Construct 2!

    Tell me what you guys think, and also, if you can think of any way to make troll selection more intuitive, I'm all ears.

    <img src="http://www.ludumdare.com/compo/wp-content/compo2/273708/13139-shot0.png" border="0" />

  • Ramones this is an amazing fix for my situation. No, they will move separately, as in lost vikings/the cave.

    So that's what this needs, an impenetrable wall that keeps the troll there until it has the decency to fall.

    You're a lifesaver. I can't see what you have in trollgap3.capx because you uploaded trollgap2.capx twice.

    But wow!

    P.S. Mad, is this the solution you had in mind?

  • Thanks MadFactory. It didn't work. When I publish it, it seems sluggish for a few seconds, and it doesn't bother checking for collisions (or it does, but it's a super-low framerate). I have no idea why, I have a competent system, and the code is SUPER light. Maybe scaling is doing this? Point + scale*2 ? I have no idea.

    I will use a separate player sprite, don't worry. For the time being it doesn't work with the rectangle.

  • MadFactory nope, doesn't work either. :/ Thank you both

  • Thanks you both.

    Newt, this doesn't work either, the wait function is tied to framerate as well, so it fails.

    I tried it before.

    I even tried "snapping" the troll to the middle of the hole, but that creates other problems that I can't solve right now.

  • Hi guys. I'm taking part in Ludum Dare 27, and I can't get the platform behavior to work right

    CAPX

    What to replicate: Move to the right with the troll, don't slow down for the hole. 30% of the time, the troll doesn't fall in, even though it's 6 pixels wider than the troll's bounding box

    I know it's the built-in collision.. Can anyone suggest a solution?

    Ideally, I would like the troll to fit exactly inside the hole, but I can tolerate a 1-2 pixel margin. Not more than that though. Is it possible?

    Thank you!

  • newt you lifesaver :)

    It seems however that min=0 means 0 and min=1 means 10 and min=2 means 20

    cow_trix are you sure you're not multiplying min*10 somewhere inside the plugin?

  • newt you're right! The example made me think the number is each time you hit the generate button.

    Oh cool, this is perfect. Do you maybe know what RandomPlus-> Set Count to 0 means? It doesn't seem to do anything

    Edit: ah got it, it returns the N randomly seeded number.

    Thanks so much newt!

  • cow_trix

    Apologies for bringing this old thread up, but I can't figure the plugin out.

    It takes three parameters, Seed/Min/Max.

    If I set a seed and a Min/Max range, it should produce a persistent number for that seed, shouldn't it?

    It doesn't, however. It produces random numbers within the range. Doesn't this defeat the point? My interest is in persistent seeded world generation.

    Also, if I set min 10 and Max 100, it doesn't give me numbers from 10-99 (isn't that what the range is about?)

    What am I missing? (running C2 r132)

    Is there a new way to do this since then?

    Is it best to use scirra.com/forum/plugin-seedrandom_topic60194.html ?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Oh thank you DW, I just saw this.

    I will definitely use loops instead of deep recursion. This was an exercise for a procedurally generated graphics project. I just wanted to understand recursion.

  • thank you ashley

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/28087823/Construct%20Examples/recursionBug/recursionbug.capx

    It's a simple test of recursion, it ought to calculate the sum of all integers up to the value I put into the function call parameter0

    Steps to reproduce:

    1. run the layout

    2. press the calculate button

    3.

    Observed result:

    About half the times, for values over 40 in the function call, it gives me this message:

    *Javascript error!

    too much recursion

    localhost/Function_plugin.js, line 192 (col undefined)

    This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer"

    If I press the "calculate" button again, it DOES provide the correct calculation

    Expected result:

    It should provide the correct calculation without first giving me an error message.

    Browsers affected:

    Chrome: yes ( for values over 1000 )

    Firefox: yes (for values over 40)

    Internet Explorer: ?

    Operating system & service pack:

    windows 7

    Construct 2 version:

    128.2 (32bit)

  • newt That's so clever! You can paste *into* canvas!! I finally understand the whole thing.

    Thank you so much for the .capx, it's super illuminating

  • 7Soul R0J0hound

    Thank you!

    How do I take a snapshot of a *portion* of the screen?

    And how do I replace the background gray with transparent?