Ashley's Recent Forum Activity

  • Have you tried Construct Classic and its 'families' system? That allows you to create a family like 'weapons', add three different kinds of 'weapon' sprite to the family, then make your events around the 'weapon' family (which appears like another object). Then, the events apply to all those objects.

  • Classic had them, they're also on the todo list. See FAQ:

    b]What happened to (or where is) <some feature>?

    C2 is very young. Features will be added in time. We probably want to add that feature, but haven't got there yet. We're trying to nail down all the basic features to make C2 useful first, then we'll come back to flesh things out later.

  • Construct 2 doesn't have a debugger yet - sorry, it's one of our features on the todo list.

    When you have multiple conditions in an event, all those conditions must be met for the event to run. If you have two conditions, for example, it reads "Condition 1 and Condition 2 are true: run actions".

    So you have an event that reads "Mouse is left of player AND mouse is right of player..." - that can never be true! Separate it in to 2 events and it will work. I'd recommend the beginner's guide to learn the basics of how events work.

    Also, I'm afraid HTML5 doesn't let you use negative widths to mirror objects (it's a limitation in browsers). Instead, try enabling 'auto mirror' in the sprite's properties and set its angle between 0 (right) and 180 (left) instead.

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  • I wouldn't trust that number - regularly we get 70+ search spiders online which the forum counts as "users". I think that time we had a tonne of Baidu bots.

  • I was thinking just 'C' for 'center'? There's no obvious arrow to press for centering.

  • The platform movement probably isn't ideal for this - it's designed for just the player in a jump and run game.

    Still, it's a minor bug in the platform movement that sometimes the object "floats" a fraction of a pixel off the floor. I'll see if I can fix it for the next build.

  • It nearly does - floor() returns a float of the number rounded down, and int() returns the number rounded down and converted to an integer. For most uses though they're identical.

  • If you use random usually you want equal weighting, i.e. each number is as likely as any other to come up. For example:

    int(random(2)) will give:

    0 (50% of the time)

    1 (50% of the time)

    Note both have an equal chance of appearing.

    round(random(2)) will give:

    0 (25% of the time)

    1 (50% of the time)

    2 (25% of the time)

    Not only is the range different, but different numbers have different chances of appearing. In the long run you'll get twice as many 1's as you probably expected. Like I say, usually you want all numbers to appear roughly as many times as each other in the long run, so int() or floor() are probably better here.

  • Rounding can make the probabilities uneven - round(random(2)) will give you:

    0.0 to 0.5: 0

    0.5 to 1.5: 1

    1.5 to 2.0: 2

    1 is twice as likely to come up as 0 or 2.

  • Hmm, even if the weapons are significantly different from each other in terms of what they shoot?

    Sure - you'd just have subevents, like this (indented means subevent):

    + On shoot

    ----+ Current weapon is pistol

    ----> Shoot bullet

    ----+ Current weapon is grenade

    ----> Shoot grenade

    ----> Current weapon is rocket launcher

    ----> Shoot rocket

    etc.

    Having separate objects for player and their weapon sounds like a good way to do it - otherwise you have to redraw your player's animations (walking, running, jumping etc.) once for each weapon.

  • Try using int(x) where x is the expression you use to get a random value.

  • I'm afraid it's early days! We're working on a new manual section for the site and hope to have it up soon.

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Ashley

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