RafaelMatos's Recent Forum Activity

  • DiegoM Could you tell me if the tile probability is split equally for every existent tile if all probabilities are 100%?

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  • This was missing. Has been added to the next beta.

    Thank you very much, Diego.

  • Is it meant to work this way? I cloned the tilemap and I did the configuration for all those 47 tiles, now it's lost in the new object. Do I really need to do this every time I need a new tilemap? Even cloning them?

    :/

  • Going to need to implement that dialogue system soon

    The art is really good and kind different from we've being seen out there. What the game is about?

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  • Anyone knows if this plugin is actually working? I see my mic is being used, but nothing is being written in the text field. Could anyone update me on this? I really need this. Thank you.

  • Hi, guys. I'm trying to use this plugin, but it doesn't seem to work. The plugin tells me that my browser is supported, but it never works

  • The most straight forward approach to this is to create multiple collision boxes for the same character and pin them to his fists and legs, disable their collision check and only reactivate on specific a frames when the animation indicates that the character should inflict damage to the enemy. You don't need to eliminate them everytime you need to do damage check, just disable the collision of these boxes.

  • Thanks for the explanation.

  • I couldn't open your file to see what you are doing, but I'd keep things at integers as long as I could.

    Thanks. I've scaled up all my data to integers and I'm only using floating numbers in the calculations. I just don't know the best approach to this problem if we face a scenario where we just can't avoid them. Because, if we store them, for instance 0.6, and multiply by 10, the result would be 6.000000000000001. For that we can use floor but would need to count the decimals to know if it's 10, 100, etc . That's too much work for simple calculations, which brings me the question: do you know what's the most common approach for this situation?

  • This has been discussed many times before. Computers can't represent floating point numbers accurately - it doesn't matter how "simple" they may seem.

    https://en.wikipedia.org/wiki/Floating-point_arithmetic

    If you don't actually need floating point, try to keep your numbers as integers, and scale them to floating point at the last moment when really needed. (That is, multiply by 10 initially, and divide by 10 latter, for example).

    So I need to scale them to integer before calculation? Would be ok to store them as floating numbers?

  • Hi, the problem is simple. As you can see below, that is weird and it's giving me even more weird results in my main project. Am I high? c3p: drive.google.com/file/d/11S2bQsb0jEzPCe77zoOTxEuunbJJlR-V/view

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RafaelMatos

Member since 8 Mar, 2014

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