jobel's Recent Forum Activity

  • Paragraph 1: I tried that method but, the Cheat Engine will compare ALL things that has the same value, so, probably the cheater will choose all that have the health value and change it/lock it. I tried saving the health variable to a server but, is client side so, it's cheatable too.

    I mean to spread your health over more than one variable.

    Do constant static variables help in this situation? seems like they would be in protected memory.

    see here are cheat users trying to find ways around constants...

    forum.cheatengine.org/viewtopic.php

  • Yes you could have more than one health variable and you can compare them or do some sort of checksum. Or just periodically save the current health to a backup variable and then compare them. However I will say this seems like a lot of work to prevent a would-be 'cheater'. Is it worth it?

    Do you expect a lot of people to cheat in your game? This alpha tester told you they use it and I almost feel that if people go through that many steps to cheat, I would probably let them. It only harms themselves since they are 'breaking' the game.

  • don't just "Stop" the audio. Even if you want it to instantly stop do a tiny fade-out. Use the Fade Action. Even a 0.5 second fade is fine. Otherwise if you just stop it, it can produce an unwanted 'pop' sound. In the long run it makes a big difference because there could be many times in your game where you stop audio and all those pops add-up to giving the player a feeling like the game is unstable or glitchy.

  • hand made levels aren't bad or better than auto-generation. Both have pluses and minuses. However in your case I think you are talking about just wanting to 'modularize' your code so you don't have to physically hand-make levels.

    I would suggest thinking of a process to generate your levels and have one layout that deals with variables. Whether generated blocks or predetermined, making code that can place your blocks will get you a lot further.

    I would think about how you could set up a block or "grid" system. This will allow you to programmatically place blocks. One way would be to create a place-holder sprite that is invisible and fill your entire layout with 'eligible' numbered spaces. Then when you generate your level you can figure out where to place your blocks. You can create and read a JSON file - this would be you creating a system or set of numbers where you place your blocks on the grid OR you can make code that generates it making for random levels.

    it won't be easy and might take a decent amount of time to set up and getting it working, but once its in place it could allow you to make a lot of content.

  • you would have to use events.

    If I were you do a few beginner tutorials to get comfortable before you take on something this challenging.

    Following a player involves programming even though Construct's tagline is "no programming required" you still need to understand the basics of programming.

    The good news is that through using Construct you will learn programming. Start with some easy tutorials then move on to "AI" (which is somewhat intermediate to advanced skill level)

  • dop2000 thanks! this helps a lot!

  • dop2000 I think that will work. It feels a lot nicer for smaller angle corrections. you are the best!

    do you know if using the cubic expr every tick (for input) would cause any performance issues? I know sqrt() is a high performance function people have mentioned in the past.

  • Is there a mathematical way to convert Gamepad Analog Stick Sensitivity using a math equation?

    The Analog Stick X axis returns (-100 to 0 to 100), this control spins the angle of my player. However I've noticed -as a player- that its hard to make fine-tune adjustments.

    So ideally I'd like to make it an exponential curve instead of a linear line. So I'd like 1-75 have less of an effect, and when the player goes to extreme left/right its the full 100. This is mainly to help aiming and to give the controls a more "touch" friendly feel.

    Currently my code is:

    Rotate max(1,(Gamepad.Axis(0,0) * Player.pTurnRate) * dt) clockwise

    and Left

    Rotate max(1,(abs(Gamepad.Axis(0,0)) * Player.pTurnRate) * dt) counter-clockwise

    Sorry, I've always struggled with maths, I can usually understand it, if explained, but not great at coming up with the solution without help.

    Any help would be greatly appreciated! tia

    Tagged:

  • do you have programming experience? you probably need to make some enemy "states"

    state = 'pursue'

    state = 'hold'

    if enemy.state = "pursue" 
    {
     accelerate 50 towards player
     if distance between player and enemy < 100 Set state to "hold"
    }
    
    if enemy.state = "hold"
    {
     slowly decelerate to 0
     if distance between player and enemy > 150 Set state to "pursue"
    }
    
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  • Since learning the Audio Object's Action Play At Object is broken (plays distorted audio), I filed a bug report. However, the problem is with Chrome, so I am recommending adding pan as a field in the regular Play Action. Even though we would still have to calculate the pan manually ourselves (for positioned audio), it would still give us the ability to make positioned audio by using volume and pan.

    Vote if you want to be able to have the ability to do positioned audio.

    Thanks!

    construct3.ideas.aha.io/ideas/C3-I-1230

    Tagged:

  • Nepeo it feels like scope issue...maybe?

    Mohammad1115 can you fill out a bug report? or do you want me to?

  • WackyToaster that's what I figured. Doing the looping manually seems like a clever idea though! thanks!

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jobel

Member since 27 Jul, 2013

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