megatronx's Recent Forum Activity

  • Awesome, thanks guys. Will check it out.

  • I don't get it... Are you trying to convert a String into an array separating by "|"?

    If yes, you can use the tokenat() System expression.

    > tokenat(Text, Index, Separator)

    >

    No, I'm talking about condition Array.curx, Array.cury = "A" | "B" . This doesn't seam to work.

  • Can I check values with "|" in expression? Cause I tired that with checking array value and it doesn't work. But maybe I'm doing something wrong? cheers

  • Jaydon

    purplemonkey

    Here is a modified shake behavior, fixed bug of shaking all instances and added "Condition:On shacking end".

    Behavior

    sample capx

    This is really great! Thanks! However, any chance to have a freqency param? Cheers

  • I thought I replied to this thread already!

    you can do it using Is Mirror condition:

    On button touch

    • Is mirrored: Set Not Mirrored, do other stuff

    Else: Set Mirrored, do other stuff

    And you good to go

  • Greetings,

    Can you guys suggest ideas/concepts on how to make an RPG game? What mechanics and sprite assets to use?

    I think best place to start will be rpg maker, since it has everything you need for rpg, and will help you learn what you need to know.

  • I'll chip in my 3 cents since I've been using construct sine construct classic v0.033. For a long while I've been using i5 4200u laptop ( my workstation is far away in another country), and GM games I played seam to perform better. I've played Nuclear Throne and Hyper Light Drifter ( thought this one only work stable 60fps when using external audio interface for sound processing ). My way smaller in scope projects perform much much worse thought, and I do optimise and keep my events as logical as possible. Window size makes a huge difference too. So benchmarks are all good and dandy, but once you start applying logic to the game, it starts falling flat. But point and click games like Deponia should work flawlessly thought, although games like Rayman will most probably lag every now and then unless you wont have that many interactive elements on the layout. But overall it's not that bad, but always creates the feeling that "it's not there yet" and that is always disappointing, sometimes giving you a falls impression that if you will do more then it will certainly be fixed, but it won't , and you will waste a lot of your time. Also, will those jerky frames on the beginning of layout will ever be taken care off by the scirra? Only construct does that.

    I know I sound harsh, but this is how it is on my side.

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  • You can have multiple families. You could have all enemies in the Enemies family, as well as Mele and Projectile families. So you can pick all enemies easily, and then picking by Mele, on the UID, which only works if the object is Mele, and at the same level underneath, try picking the Projectile by UID, which again only works if the object is in Projectile. So the events only run based on the secondary family.

    I have states and enemy types right now working in similar fashion. But thanks for an answer.

    I just have an idea, to create boo named busy, and so when I'm picking objects on the screen before "for each" I'll narrow that with "isbusy" condition. Will do that for some of the actions outside For Each. Might help in performance.

  • Hi,

    I'd like to freeze frame, but can't seam to find a way to do it with TimeScale. "Wait" action seams to be influenced by it. Events themselves too, as I tried setting timescale to 0 but after that for a one object with timer I set timescale to default, and still it didn't work. Any suggestions? Cheers

  • Hi,

    I'm bit thorn weather I should use mostly families or just do events per object. The problem I'm facing with setting up actions primarily trough Families is that I have to create a lot of additional variables to check conditions for different types of AI, and after a while whole trees of events stop being clear to me, and start to blur with each other. On the flip side, with families I can just do single For Each, so then I only pick object once trough the whole loop, theoretically saving on some of the time those kind of loops need to go tough. But then again, in some circumstances, like with enemies, I'm seeing a possibility of triggering event every x seconds, instead of checking on every loop.

    So the question is, how do you go about that? What is the most clean and efficient approach? If you have a Family of enemies for example in which some of the enemies are mele and some shoot projectiles, do you just control all of them trough the family only, or you only use family actions for certain things... any help will be appreciated.

  • Hi,

    I'd like to ask someone to make two small plugins. One would be Flash to Colour, where it would work like flash, just with added ability to set a colour instead flashing to 0 opacity. And another would be Bound to Sprite, where either sprites BBbox or set of image points would work as a bondury within which another object could move, depending on selected option from a drop down.

    I know there is a boundary plugin, but this one uses image points to create a box, and I'm requesting plugin that from image points would create polygons in different shapes.

    Thanks

  • Thanks bud!

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megatronx

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