Magistross's Recent Forum Activity

  • First and foremost you should read the manual entry for the animation editor. Here it is.

  • pixel perfick : No need to apologize, we're all here to help each other ! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • pixel perfick : Yes, but every 10 seconds you restart the "counter" to 0, that's what I meant by not continous ! Let's say you do 50 points in the last 5 seconds of your fading timer, then 50 other points in the first 5 seconds of the next timer, the achievement won't unlock !

  • You need a way to remember every score you added throughout time, an array seems like a good solution, although some heavy manipulation are required.

    I created a small example to help you.

    pixel perfick

    Your solution is clever, but unfortunately, you are only checking for achievement completion in 10 seconds blocks, not continuously.

  • Interactions with the filesystem are very limited browser-side. I don't think there is any way to write directly into a file with no download dialog and what not...   <img src="smileys/smiley18.gif" border="0" align="middle" />

  • Hmm, I thought mhgames meant players would have limited time to accomplish certain things.

    Limiting actions by a real-world time delay could still be accomplished internally, but if the wait time can be done "offline" (e.g. growing crops in farmville <img src="smileys/smiley2.gif" border="0" align="middle" />), then yes, some syncing has to be done !

  • zatyka

    Of course, repeated AJAX requests is out of question. But syncing the game clock only once upon loading is not really helping to validate a timed high-score. You need two requests, for starting time, and ending time... so twice the latency. Depending on the game need, it might not be an option.

    I guess combining both external and internal validation methods could work too. Compare external time with in-game time, and if results are too far apart (latency excluded), reject the high-score.

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  • I don't think you need to fetch the real time from a remote server to actually prevent cheating. And for a time based game, the latency caused by the process of retrieving time from an external source usually is a no go.

    Best to stick to tickcount and "dt count"... Not cheat-proof, but anyway, what is cheat-proof nowadays ? <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Look at system expressions under Time. tickcount gives you the number of ticks since the beginning of the game. You could also simply keep your own tick count in a global variable that get incremented every tick you want.

    If you prefer to get a real "time" and not just tick count, use time instead of tickcount or keep a count of all dt in a global variable.

  • I would have missed this glorious example if not for bilgekaan bump.

    So thanks bilgekaan ! <img src="smileys/smiley9.gif" border="0" align="middle" />

  • Check the condition of your "Sprite2". There is one named "Is between angles" under the Angle group.

  • Check if the angle of the gun is between 90 and 270. If so, set your sprite to the "mirrored" state. "Not mirrored" state otherwise.

Magistross's avatar

Magistross

Member since 4 Jul, 2011

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