Magistross's Recent Forum Activity

  • Classic mistake! It's easy to overlook the source of the problem and search in vain elsewhere. However, the system was doing what it was told to do, which was what was wrong in the first place. Goob job on finding it so quickly!

    How is your sci-fi game doing? I hope you're still motivated to finish it, it looked really promising!

  • You are testing the boolean against the "false" string litteral, which can never be true. Replace "false" by 0 and it should work as expected.

  • Hrmm, error on request 198... You might want some hints from Ashley as to why this happens. Also why would you want to refresh the room list so often ? Normally you would request it once automatically, and allow the user to manually refresh the list once in a while.

  • Well, maybe the server has blacklisted you and you will only ever get flooding warning for some time.

  • The wait action isn't delaying the requests as you might think. It's not doing "every second, send a request", it's more like, "in a second, send all my requests", hence the flooding warning. You might want to do "wait loopindex+1 seconds" or better yet, switch to a timer based event structure.

  • Try the "Set unfocused" action on the textbox. This will probably blur the control and make the on-screen keyboard go away.

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  • Nice going there man!

    Having those default values stored as instance variable of the player sprite would make the most sense, as those values are directly tied to how that particular sprite behaves. However, global variables or a dictionary wouldn't be bad either. So I guess in the end it all boils down to what you prefer.

  • If I recall correctly, the P-Meter in SMB3 made you accelerate faster as well as make you run faster. I guess you could hold default values for the platform behavior in variables, and set the actual behavior values according to those and some sort of formula with your own "p-meter" variable.

    You can manipulate the X and Y movement vectors of the platform behavior directly. Knowing this, "jumping" mid-air in a raccoon suit should bump the Y-Vector a little upward when the "p-meter" is full, or limit the minimum value otherwise (to get the fluttering effect).

    Same thing goes for swimming, although you will need different formula/threshold and what not.

    Good luck!

  • The problem is that in PHP, arrays can be jagged. Multidimensional arrays in that language are basically arrays of arrays. Each array can hold another array of variable length.

    In C2, multidimensional arrays are square (or cubic). "Pushing" doesn't make much sense in this context, it's more like "add row/column" (2d) or "add plane" (3d).

  • You have to loop through all tiles, and create the correct sprite according to the tile ID. Here's your file with the event that does just that.

    https://dl.dropboxusercontent.com/u/700 ... eTest.capx

  • This covers pretty much everything you wanted. I needed to add a "scroll to Y" since deactivating the "Scroll To" temporarily caused the screen to not follow the player on the Y axis.

    https://dl.dropboxusercontent.com/u/700 ... fixed.capx

  • I tested the demo,it is not well supported Japanese Charaters.

    ndeed, the demo only support a limited character range. However, the SpriteFont that is used to display the text can be modified to support any character. This little program made by blackhornet should come in handy when creating a new spritefont out of japanese characters (or any character for that matter).

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Magistross

Member since 4 Jul, 2011

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