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  • What aspect of the math do you need help with specifically?

    Calculating the probability that that the other player’s dice have at least n dice of a certain number?

    Say the other player claims 5 twos. And you have 2 twos, then you’d only need to calculate the probability that the other player has at least 3 twos. (Since 5-2=3)

    After that if the probability is too low you can call the other player a liar.

    The only other action is making another claim. For that you’d take one of the numbers on your dice, count the number of dice you have with that value and add 1,2,3,4 or 5 to it. It just depends how risky you want to be.

    Anyways you want a way to get the probability that the other player has at least n dice with a certain value. N is the number of dice.

    The math way to do it is with “probability math”. You can find some nice tutorials online that explain that well. That’s the only math stuff that that article you linked uses for the most part. And really the only strange math operation is the “!” Whitch is called a factorial. For example 4!=4*3*2*1

    If you don’t like math then you can also brute force it. Just try all possible dice rolls and count the number of them with at least n dice with a certain value. For 5 dice that’s 6^5 or 7776 possible rolls. No issue to do with a loop.

    In a similar vein you could find an approximate probability by only sampling some of the possible rolls. Basically roll all 5 dice 1000 times randomly, and count the number of them with n dice of a certain value.

    Another way is to not count or calculate anything. Just have the probabilities pre calculated in an array and reference that.

  • You could use the timeline to make a path, or so I hear.

    Or you could put a bunch of instances of a sprite and call it “node”. The order you place the node instances will define the path. The events would look like the following. Be sure to use all caps since expressions aren’t case sensitive.

    Var t=0

    Every tick

    — add 5*dt to t

    — sprite: set x to lerp(node(int(t)).x, node(int(t)+1).x, t-int(t))

    — sprite: set y to lerp(node(int(t)).y, node(int(t)+1).y, t-int(t))

    There’s other ways I’m sure.

  • You can loop over all the tiles and use an array to make a list of xy positions where a road tile is. Then you can pick a random xy pair from the list.

    Looping over all the tiles can be time consuming so instead of doing that every time you can just maintain the list of road tiles and update that when you add or remove road tiles.

    Alternatively you could use sprites instead of those tiles. Sprites are great if you want to pick a specific one. Arrays and tile maps are great for accessing things at specific spots.

  • No idea really. I’m a hobbyist not a freelancer.

  • I’m not for hire but ideas are free.

    There are some example on the forum of fracture by just creating premade pieces and destroying the original object. Also there should be an example somewhere of object slicing. Maybe in a fruit ninja question.

    The meat of it is being able to clip a polygon by a line, polyline or another polygon. That basically amounts to keeping a list of points of the polygons and calculating intersections of line segments and testing if a point is inside a polygon or on either side of a line. You’d want all the polygons to be convex

    To draw the polygons you could use a drawing canvas or use a distort mesh. The distort mesh is better in that it has collisions and is textured.

    After that it’s just a matter of defining how you want it to fracture. Start with just drawing the fracture pattern you’re after. Then you could just use the polygons from that to do the clipping or you could try to procedurally try to generate similar patterns.

    For a super realistic fracture you could define the density of the object as a varying noise texture then doing some kind of pathfinding through that to make the crack. But that’s probably slow and excessive.

  • You can try:

    System -> object overlaps point

  • On the construct community discord there is skymen, mikal and Federico that have made effects, but c3 mostly.

    I’m no longer interested in any aspect of addon development but I can give general information.

    The fx file is glsl not js but it looks similar.

    The scrolling is probably done by shifting the texture coordinates its sampling from.

    Maybe: tex=mod(tex+vec2(offsetX,offsetY), 1)

    But that only works right if the image isn’t spritesheeted.

    To make it work you need the top left and bottom right texture coordinates. It would look similar to this but the names of the values may be different.

    tex = mix(texTopLeft, texTopRight, fact((tex-texTopLeft)/(texBottomRight-texTopLeft)+vec2(offsetX,offsetY)))

    You’d need to look up the correct names of things from the docs I think.

    Anyways I’m assuming a bit here. I haven’t looked at the effect. I’m not available to actually try doing it with the effect, but it’s the rough idea of a possible fix.

  • The question is far too general. You can go through some beginner tutorials to get the basics down.

    Or if you say what you’re trying to do, and show the events that aren’t working for you then maybe someone can probably give more specific help.

  • I don’t mess with effects but likely the fact images are put into spritesheets when exporting is throwing it off.

    The effect probably needs to be fixed so it wraps the texture coordinates around the sub texture instead of the whole texture.

    A workaround is to load the image at runtime. That way the image isn’t spritesheeted.

  • Changing the playback rate changes the pitch. For example I have used the sound for one piano note and got any other note by changing the playback rate.

    On the JavaScript side in addition to playbackRate there’s a PreservePitch setting which controls whether the pitch will change with the rate or not. In construct at least it’s off so changing rate changes pitch.

  • Cool stuff

    Programming makes math way more fun since it’s a way to apply it.

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  • What kind of ideas are you after?

    To draw stuff use the drawing canvas.

    To mask stuff use a blending mode. Blending modes can be used while drawing and you could use multiple canvases. Draw to one then paste it with a blend mode onto another one I guess.

    Freehand drawing tool? Just draw to the mouse location when the button is down every tick. To fill the gaps when moving fast you’d also draw a line or rotated rectangle from the previous mouse location to the current one.

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R0J0hound

Member since 15 Jun, 2009

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