Anonymous's Forum Posts

  • Ty for the answer on my first question.

    The expression worked fine in other circumstances, dont know why/how its stuck now.

    Of course i could not run the .cab to test what i made.

    But i hope the second question still remains ..

    In de help u gave round the 2 first .caps there is still a point i worry about.

    Namely,

    u did not only moved the instances created on runtime, but also the original objects from what the instances are created from.

    Any destroy event will also destroy the orginal objects, and at that point i will be stuck.

    Can i suggest a solution, and there are more ways to solve this.

    Way 1

    Give objects a property called, uhh lets say "Allover"

    I am sure u will come up with a better name.

    An object with "Allover" set can be placed on another layout then the layout the events editor is working on, and be accessed from any event sheet editor, but only to create/spawn instances from.

    This way you can make a layout, fill it with objects that will be created/spawned in an other layout by the events in the coupled event sheet editor.

    At this moment layout(x) is paired to sheet editor(x)

    In other words, the original objects will not be touched, they are protected.

    Way 2

    Create a Special layout. Call it, lets say "global layout". In the first step there will be no event sheet editor coupled to this layout. Objects placed on this layout can be accesed from any event sheet editor to spawn/create from to their coupled layouts.

    Later on u can add/pair up a special event sheet editor to it. And give the objects placed on "the global layout" easy behaviours by events. Like a rotation. Like a direction to move. Like a loop that gives it a pulsing effect. Like loop that makes it visible/invisible ever x ticks.

    When this object gets created/spawned it keeps that global movement at the moment of creation.

    remark: their is a "global" switch un the common tab in object properties. I was hoping it makes the object accessable global, so over all layouts and there event sheet editors. But thats not what it does.

    Hope u see what i mean Ashley.

  • .... 3D model object of some sort.

    These guys http://www.3drad.com/ are trying. They are not that far yet. But they try.

    and u can google on " Create first person shooter " .. those engins come close to what u have in mind.

  • Assume the position in the attached .cap

    2 Questions.

    What did i do wrong to keep it from running ?

    How do i keep the defenders & the locks pinnend on there image points towards the moving controller?

    I dont want them to rotate when the controller rotates, just jump to there new positions

    Ty

  • After i posted my first cry for help.

    I realized that you gonna pick the instances based on their names. And that this is not a good example of what i wrestle with.

    (My other problem, namely catch the first movement in a loop and, watch them till they are done and then start the second movement, and so on, you solved GRACEFULL. And ty so much.)

    This is why i posted a second cry for help. Wich i hoped would be a better example for what i struggle with, and dont seem to understand.

    In this you picked the instances based on there x's and y's. And left me behind in "yeah ofcourse", thats what i initial asked you to do. Well u did not really pick them. U just alterd all the objects coordinates, including those out of screen.

    sorry to sound confusing, i am. I need to smoke my first 5 sigarets first.

  • I have no idea where you find the time to do als this.

    But that was offtopic.

    So.. About 'the first help post"

    That countmach trick is COOL !

    But i have a question/remark to add.

    You did the "instance picking" based on there names, wich i knew was easy. But if i add a destroy thingie, "based on there names" compared with "if they are out of screen/layout", it will destroy the original objects too ? And i cant recreate instances from the orginal objects ne more ?

    Im not sure if i understand the general use of "the comparisation". Does it keep "the executor", i mean the "virtual japanees that does all the things" closed up in the event till the comparisation is met ? It acts as "do this action till my comparing returns fals" ?

    Its a loop ? Cant you point me to other usefull "if then loops" and "when then loops" that i missed so far? plz ! ?

  • the starting situation is included in the .cap

    after the layout is build up,

    I would like to move the objects that are closer to the top border of the layout then to any of the other border direction up.

    I would like to move the objects that are closer to the right border of the layout then to any of the other border direction right.

    I would like to move the objects that are closer to the bottom border of the layout then to any of the other border direction down

    I would like to move the objects that are closer to the left border of the layout then to any of the other border direction left.

    plz teach me how.

    ty.

    .cap aprectiated

  • The starting situation is as attached in the .cap

    After the layout build up,

    i would like to move yellow arrows down,

    when they are out of screen,

    i would like to move the blue arrows up,

    when they are out of screen,

    i would like to move green arrows to the left,

    when they are out of screen,

    i would like to move the purple arrows to the right

    plz teach me how, ty

  • Now well Ashy,

    sorry to disappoint you, sorry to sound disappoint.

    But in my eyes, its not a bug, not even an error.

    Its a inevitable result of the way the events editor is organised.

    Its organised from your perspective, from the inside out.

    The constructor (the person who constructs in construct) looks outside in.

    I would like the events editor to reflect the following in syntax, work flow and especially in the limiting of combinations.

    *events

    the detectors of situations. they general start with "on". so i will refer to them as "on's" too.

    • keyboard events (on key pressed)
    • system events (on object out of view)
    • object events (on end of animation)
    • step events (on always)
    • plug in events (on step - bullet)
    • mouse events (on left click)
    • timeline events (on start layout)

    *conditions

    conditions are always paired up with events. They decide to run the actions/loops in the current event or to skip to the next event.

    they are the "when's"

    • object related (when on layer (x), when visible)
    • system related
    • plug in related (when gravity is lower the (x) )

    Conditions are as general as possible. Because the object is picked in the event already.

    Conditions are meant to speed up things by detecting conditons met/not met, before the system looks into the actions/loops.

    Another reason why conditions need to be as general as possible and handle as less code as possible.

    *comparing

    the "if's"

    -object related (if objects local variable = true)

    -system related (if global variable is true)

    • plug in related (if variable x in behavior y is true)

    *loops

    *and actions the "do's"

    At the moment u find if's and when's and on's every where and not organised and overlook able in an easy way.

    At the moment u can combine if's with when's, leading not working constructions

    At the moment u can when's combine with loops, and the when's pick objects, disturbing the object pickings in the loops

    At the moment u can combine if's with events, and the if's disturb the object pickings of the events

    really don't sound familiar ?

    now to go a little deeper in the concept of an event.

    Events you can visualize by:

    A fisherman trowing his fish line in the water. Waiting for a snap on the line. As sign that there is something on the hook.

    He then pulls the line up, examines whats on the hook, and decided to keep it or not. He will keep a good fish, and trow back a bad fish.

    And that's all. To bring this to construct.

    In general, an event is meant to detect the situation defined in its event line. It should then record the Info about what happened in an easy accessible way.

    Accessible by the conditions (the when's) , the actions (the do's) and the loops

    More specific. Lets bring this to the collisions detection events.

    ""on object collisions detected""

    lets assume it returns 'true' and the execution is now passing to the condition ..

    but where is the info to feed the condition with ? Especially when its about instances created on run time. They can be anywhere and be anything.

    It could be easy though (and not only for conditions).

    just let the event make a faceless family object containing all the objects involved at the moment of detection.

    Faceless, similar to the keyboard object, the system object ......

    Now when constructing the conditions, the actions and the loops all you have to do is what you always do. This object can be read-out as every other object.

    It cant be more elegant and construct alike ... especially in dealing with objects created on run time.

    Now ashy, give me permission to answer all the nasty kiddie comments. plz ?

    ty ?

  • wel ty Vrav !

    I really liked my Rolls comment.

    The Drophead is a cabrio,

    its british made,

    the wheels are made in france i think,

    and its a pain in the *** when it rains, (context raindemo)

    simply becasue the roof takes almost 2 minutes to close ..

    while a skinny BMW3 cabrio does it in only 12 seconds

    Ha !

  • So Rich,

    in base we agree.

    Picking objects is easy. You brought them by urself in the scene. You can see there Unique ID's.

    You can work on theire names.

    Instances created on runtime are not that easy to pick.

    Theirfor, its very importand that events (combined with a condition) that pick an instance of an object pass their information the righ way to the actions.

    I assume we agree on that too.

    If the events are not able to do that, any fancy shader, any beautyfull made behaviour, any system object has no use.

    Its like delevering a car with no steer and wheels.

    I asked for an event "for each object on layer (x)' to simplyfie the picking of instances created on the run.

    Half of that is allready in place beacuse u can create instances on layer (x), and that works perfect too.

    Layers are a perfect and visual way to determinate groeps of objects at run tme, even better then the use of familys.

    now with the event "for each object" combined with a condition " and how its implemented i have 2 problems.

    One is general. Meaning, shifting this in 2 lines of code is confusing and it is the finger on the little shortcoming that hurts the whole events editor. It is a loop too, and not an event. Conditions paired to a loop should be placed in the actions. Why it should be 1 line of code.

    De combination of 2 lines generates a lot of hidden errors too. (not bugs) Because the event editor allows u at present time to combine everything and anything, with no steering error reporting.

    Let me return on this later on.

    The second problem i have with that construction is specific to this construction. Namely, i was suggested to try "for each object" comebined with "is on layer". I ofcourse tried that and uploaded the . cap. So u guys could correct me if i am wrong. Its the link that made ashley upset. De construction dont work, less i put it wrong. So far no one made any attempt to look at the .cap.

    And this again is a general pain in the events editor. Loops dont seem to work a lot. The essential "else" dont work too.

    To say it again "If the events are not able to do that, any fancy shader, any beautyfull made behaviour, any system object has no use."

    Allright, the DVD of my program is written, means my time is up, back to work. At home i will return to what i promissed to return to.

    The plain Jerk salutes you.

    And i am still curious about any upshowing .cap holding a working tetris clone. And a reasonable dude/dudette who points out the problems he/she meets, so they get solved. Secondly, i hope this .cap will add to a the documentation for newbys to construct .

    Thats our job btw, Ashley cant do all this, Ashley has to get his mind in the events editor.

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  • [quote:29xjzazr] (I'll spare you pasting the link 3 times ).

    [quote:29xjzazr]the link conatins a .cap

    I admire how u can run from simple questions. I admire how u avoid the heart of the issue.

    Anyway. Goodmorning. And let me ask u again.

    Does a "for each object loop" combined with an "is object on layer" work as pointed out in de .cap

    behind the link that i pasted 3 times ?

    Whats rain worth ? Why do u waste time on variable emboss directions to fake lights ?

    Whats the value of a good pixelshader?

    IF the events do not return the right objects to the actions ? With as (u make it look like an

    unimportand side effect) problem that the objects can not be controlled in the events manager.

    You made a Rolls Drophead Coupe, but forgot the wheels.

  • No problem Ashley.

    I dont want to create in game maker. Dont u understand ?

    The link is a .cap. Does it work as you suggested ?

    "For each object" combined with a "object in layer" ?

    I have seen the raindemo, but honestly, what is it worth when u cant control the actors in it ?

    When do u fix the "else" too ?

    You can ban me, i know u can based on IP, its ok dude. No hard feelings. You have to ban every belgian IP though. And there is still google translate to break trough the ban.

    But now for real. Does it work as u suggested ?

    Anyway i duck back in the crowd. Talk to you when u realize that i said nothing then the truth.

    Have a nice day, mine is after midnight, in other words its gone.

  • also my dear friends (kiss kiss)

    2 make it better

    Make it. Work in group on it. Share the difficulties. Teach eachother. Work on a project thogheter.

    I showed u the game. Thats the challenge. Its easy, basic, no AI, rough but it has the basics.

    (still lolling proud on it, i am proud on the tv programs i make and thats it .. lol proud)

    Once you start, you will see that this is the perfect exercise.

    What is missing ? What is needed ? Where are the problems ?

    Stop acting as kids and really really be a help. I want to construct. Do you ?

    And it will not only bring bugs up (since thats what you do), but also bring workflow in the concept,

    and concept in the workflow.

  • funny !

    Stay on topic

    This is not about game maker

    so this works ?

    http://www.ziddu.com/download.php?uid=a ... iZa6Wlpyn5

    No need to compare game maker with construct.

    Well maybe a little, but only on the fact that i was able to create in 1 week, not seen the program before.

    so this works ?

    http://www.ziddu.com/download.php?uid=a ... iZa6Wlpyn5

    lol i am proud on it .. its no more then a proove of concept.

    I have a full time job kids. FULLtime. lol.

    So back to the challenge too.

    If u critisize, then make it in construct, and make it better, else i suggest you read and drink coffee.

    so this works ?

    http://www.ziddu.com/download.php?uid=a ... iZa6Wlpyn5