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  • sizcoz, I declare/define the key in another layout, and when I'm running the test I start with that layout in order to properly run through the workflow.

    Am I not supposed to have spaces around the operators (for divide, add, subtract, etc.)? In the C2 manual they put spaces around the operators when they do operations like this. [Ex: (Player1.X + Player2.X) / 2]

    Also, is adding a key and setting a key, for the purposes of what I'm trying to do, not the same thing?

  • I'm making a simulation RPG, where the user levels up different attributes of a character throughout the game. In it, there's a mini-game in which a meter oscillates back and forth, and the user has to stop it on a particular area to get the most points.

    What I want to do is make this meter's oscillation speed be inverse to their attribute point rating (so like, 'attention level 20/100' would make the meter fast, while 'attention level 80/100' would make the meter slow, etc.).

    I'm trying to just set the actual Sine wave Period of my meter to a Dictionary key value, divided by a number. I.E.:

    • Dictionary.Get("attention") / 50

    But the expression is not working mathematically. It just calls the value previously stored for 'attention', but doesn't do the division math.

    Thoughts? Thanks in advance.

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  • Works like a charm! Thanks a thousand!

  • Hi All,

    I'm working on a game that I want to publish to mobile devices, and I built a couple of areas that could benefit from a more sensitive response from taps in rapid succession:

    • A carousel that has an arrow on either side of the slides (<, >)
    • An RPG player skill-points allocation menu (+, -)

    I'm noticing that there's about a half second of delay from the first tap response to the next, and I'd like to reduce that as much as possible so that it feels much more seamless. Any thoughts?

    Thanks.

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