7Soul's Recent Forum Activity

  • The behaviors already take deltatime into consideration. Are you using custom events to make your character jump?

  • What is the event that is causing the problem?

  • The capx you posted is different then the images you showed

    Also in that capx, you're not using Groups correctly. You're supposed to drag your events INSIDE the group, not just have them below the group

  • Set the animation speed of the PlayerBox to 0 (double-click the object, click the animation "Default" and change the speed on the properties bar to 0)

  • Not sure if this was already reported, but if the browser window width is smaller than 1353px the topic titles break to the next line and mess up the page

  • I agree that this currently looks kinda messy. This blue "border" around every post is unnecessary

    This is my suggestion:

    Smaller/less invasive buttons

    Smaller "header" on each post

  • RamPackWobble c4sp3r89

    Those are all valid solutions. I'm not used to using local variables so that didn't even come to my mind.

  • c4sp3r89 that's exactly what I said doesn't work

    blackhornet choose() is too limiting, it's useful only if the values are static, and I want to change the percentages chances

    So, this is what I made

    <img src="http://i.imgur.com/tkbQVxI.png" border="0" />

    Basically I have an array with 100 width, and then I fill it with the values.

    Using the example from the first post:

    From 0 to 9 X it takes the value 0

    From 10 to 29 X it takes the value 1

    From 30 to 99 X it takes the value 2

    Now I can pick a random X value from the array, and it is going to be precise 10%, 30% and 60% chances

    Edit: actually I forgot something. The For "second" start index is supposed to be

    max(func.Param(((loopIndex("first")-1)*2)+1),0) + max(func.Param(((loopIndex("first")-2)*2)+1),0)

  • I want a function to return the values 0, 1 or 2 based on a random chance. Let's say 10% 0, 30% 1, 60% 2. How can this be achieved?

    What I would normally do is this:

    on "function"

    random(100) < 10 -> return 0

    random(100) < 30 -> return 1

    random(100) < 60 -> return 2

    But in doing this, the first one in the list will get a significantly smaller chance of happening, as the last ones will replace the final value

    Ex:

    Ok, the 10% went through, and the return value is set to 0. But wait, the 60% chance also went through, so the return value is now 2. So this will cause the 10% to be much less than actually 10%

    I tried using "else", but this has the opposite effect:

    on "function"

    random(100) < 10 -> return 0

    else random(100) < 30 -> return 1

    else random(100) < 60 -> return 2

    So, the second chance will only fire assuming the first one failed, so that causes the second one to only even fire 90% of the time

    EDIT: I think I've found a way... I'll test it and post here later

  • Would it be possible to add atan2 and maybe other forms of interpolation?

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  • Nice tip, thx

  • Are you sure there isn't a conflicting event setting the animation to another?

    That's what I think it is, but without a capx we're just shooting in the dark

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7Soul

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