R0J0hound's Recent Forum Activity

  • Use the System->Compare condition with the "Sprite.Count" expression

    + System: Sprite.Count Equal to 0
    -> You win[/code:23cjhi1o]
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  • [quote:3urh9hhc]But why did you move Forest to Start of layout? So it only runs once? In this case is I think it is not necessary but was that for better form or future problem solving?

    Yea, I moved it so that it is only run once otherwise it will be run every frame. It's trivial in this case, but with large projects it's good practice and reduces the number of events evaluated per frame.

  • Hi Wetasaurus,

    [quote:3q3643ym]So is the player/terrain moving or is it more like a carpet being pulled beneath the object to imply motion?

    The player is moving like normal when it's X position is between 200 and 440, and when the player passes either of those boundaries he is kept from moving and the terrain is moved (like a carpet as you say).

    [quote:3q3643ym]What is this TimeDelta concept?

    TimeDelta is the difference of time from one frame to another.

    [quote:3q3643ym]I'm not used to the "." between events - is that merely a separator in the line or is that fundamental code?

    Fundemental code. See "Object expressions" in the wiki http://sourceforge.net/apps/mediawiki/construct/index.php?title=Expressions

    [quote:3q3643ym]Terrain: Set X to Terrain.X-player[Platform].VectorX*TimeDelta

    Player: Set X to 440+player[Platform].VectorX*TimeDelta

    I'm using the simple formula "rate X time = distance".

    The first line moves the terrain at the same speed but opposite direction as the player. And the second moves the player to the boundary plus any any movement the player was going to avoid jitter. Try setting the second line to just 440 to see the difference.

    Cheers.

  • <img src="http://img267.imageshack.us/img267/8660/temp.gif">

    Else only works with conditions at the same level. Eliminate most of the condition nesting. I also moved the comparison condition for the global 'terrain' to under start of layout, as it only needs to be done once.

  • Works for me here. Although running in debug mode does give me a black screen, but if I remove the Advanced Camera then it display's correctly. I'm using Construct 0.99.84 and Advanced Camera 0.92b.

    Drule what version of Advanced Camera are you using?

  • Well as you probably understand, logging into your bug tracker account, performing a search to see if your bug has already been submitted, writing an elaborate description of the problem and then providing a .cap file reproducing the error is a pretty big hassle when you encounter a glitch every 15-30 minutes of your game making session.

    That makes for good bug reports. The devs work on construct in their spare time, and the current system saves them time. The time and hassle needed to submit bugs to the trackers helps reduce the time needed for the devs to isolate and fix the bug. Also nothing is preventing you from posting about bugs on the forum, but any bug should be ultimately submitted to the tracker. Otherwise like Ashley said, the problem might not get looked at.

    Cheers!

  • yeah in order to use private variables in python the plugins that use them need to be recompiled. Until then they don't work... I'll see if I can get the necessary plugins recompiled before the next build.

  • Here's an example using overlapping at offset:

    http://dl.dropbox.com/u/5426011/examples/gridmovement.cap

    Made with 0.99.84

  • Is it broken? From your description you are trying to do something like this:

    + Text: Value 'var' Equal to 0 or 1[/code:2svbv8u7]
    
    When read it makes sense, but in construct and almost every programming language out there it is read like this:
    The expression "0 or 1" will be computed as "1".  So the event will always be read as:
    [code:2svbv8u7]+ Text: Value 'var' Equal to 1[/code:2svbv8u7]
    Which is not the desired condition. 
    
    Here is a correct way to use "or" with the System -> Evaluate condition:
    [code:2svbv8u7]+ System: (Text.Value('var')=0) or (Text.Value('var')=1)[/code:2svbv8u7]
    
    If I misunderstood, please clarify.
  • Sprite.VertexX(col,row) returns the displacement of that point. If 0 is returned, that point is not displaced from it's normal position.

    For displacement in pixels:

    Sprite.VertexX(col,row)*Sprite.Width

    for absolute position (math is fun when you're tired):

    Sprite.Left+(col/Sprite.MeshCols+Sprite.VertexX(col,row))*Sprite.Width

    Here's an example that sets displacement of a point to what it is (AKA it does nothing):

    -> Sprite: Set relative displacement at (0, 1) to XYZ(Sprite.VertexX(0, 1)*Sprite.Width, Sprite.VertexY(0, 1)*Sprite.Height, Sprite.VertexZ(0, 1)) UV(0, 0) 100 % 
    [/code:2ijpn1qi]
    
    Hope some of that info helps.
  • To get the unique id or UID of the currently picked sprite , use "Sprite.UID" in the expression editor.

    No python needed.

  • Global variables are not broken. My fault if I explained it badly on that topic.

    In python you can "set", "subtract from" and "add to" global variables just like in the event sheet:

    System.SetGlobalVar("lives",1)
    System.SubGlobalVar("lives",1)
    System.AddGlobalVar("lives",1)[/code:27ua0613]
    To use the value of a global variable in python use "globalvar("lives")" which is equivalent to "global('lives')" in construct's expression editor.
    
    So you can use global variables in python as easily as using events.  What's broken about that?
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