AnthonyB28's Forum Posts

  • I was reading this thread like "wait.... what? Construct 2 doesn't have iOS support? Its HTML5.... I've done it right through the program."

    Then I notice it progresses from 2011 to 2012 and now 2013 with various bumps.

    And the best part is that its by people who bought Construct 2 according to their profile. So its like how do you not know this is old?

  • I forget where on Reddit I saw this, but it was a pretty good discussion about anti-piracy for indie devs. I think it was r/gamedev

    Basically, the amount of time you spend on trying to implement a DRM or anti-piracy measure would probably be much better spent doing something else with your game like marketing or a new feature or bug testing.

    If AAA studios ~easily~ get their drm measures bypassed, without a doubt yours would too. Fast. And it isn't like something that would even stall pirates, especially coming from an indie dev.

    Even greenlit games get bypassed fairly easy.

  • I think that did the trick! Thanks so much.

    And sorry about the capx. I forgot the other plugins :X Always do that.

  • <img src="http://i.imgur.com/kOH6Pdx.png" border="0" />

    So I'm trying to make it so the enemy will move one unit, and only one unit, at a time. But I'm having trouble with this logic.

    Say the enemy has 2 units.

    Both units, as it stands, move at the same time. When a path is found, it sends one off and then immediately the second one.

    How can I manipulate the events so that it will only send the second one off after the first has arrived. And potentially a 3rd, 4rth, 5th unit?

    I've been playing with the Family, but I have the hardest time understanding which one it "picks" for each and how I can reference the previous moved unit.

  • 15 minutes minimum backup time is simply TOO LONG.

    I can accomplish a lot in less than 15 minutes and have all my work obliterated.

    This is the umpteenth time Construct 2 crashes, and thankfully I've adapted to hitting Ctrl+S after every time I make a change now.

    But after every crash, after my first really big one where I didn't remember to save like a dumb dumb, I now check the backup folders frequently for kicks.

    I'm noticing that the Backup folders do NOT function well. I have all 3 in separate locations and they don't backup frequently if at all.

    Why can we not have a 5 minute frequency out of curiosity? Is there a limitation somewhere or somehow?

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  • AnthonyB28

    Sorry, the layout2board plugin might not be suitable for hex grid, because that each hex tile need to put at the right position.

    You might create the hex tiles at runtime.

    rexrainbow

    Hmmm that seems pretty tricky to not be able to visualize the layout and leave it to numbers and trial/error.

    I'll play with it more, but if anything I'll go back to my old method. Thanks anyway. Awesome plugin.

  • So my original project was a hex tile board game that had slightly slanted grids.

    I tried to set it up with this plugin and I'm noticing it won't pick up on the off centered grid.

    dropbox.com/s/dmn84yxbo7h4z1w/boardtest.capx

    Is my idea not possible with this implementation or maybe there is an offset I can create?

  • p1ay.allalla.com/C2TestCapx/layout2board.capx

    is broken for me

    EDIT:

    found in sky drive thanks

    skydrive.live.com

  • Quick update. Really weird is that its just that save point. I have multiple save points, but that one is the only one that breaks the plugin.

  • Nintendo is new to this whole indie thing. Give it time, and if it does work out, I doubt Scirra would just let the cat out of the bag so soon without their ducks in order!

  • Answered my own question.

    Turns out that I needed to add Wait 1.0 second commands inbetween every NPCTalk add 1 event. What was happening was when you hit a key, it would execute everything at the same time, cascading down the events. I sometimes forget that these events execute in fractions of a second, and no one presses/releases keys that fast.

  • <img src="http://i.imgur.com/HS9dRh1.png" border="0" />

    Brief summary:

    NPCTalk is a global variable set at 0 default.

    Talk1, Talk2, Talk3 are family instance variables that contain the text said NPC is to speak.

    TalkNum is a family instance variable that contains how many times the NPC is to talk.

    The idea is, player presses action key to talk to NPC.

    NPC talks and NPCTalk = 1

    If player presses another key, either:

    1) Stop talking if NPC TalkNum is 1

    2) Continue talking if NPC TalkNum is 2.

    It works until Keyboard->On any key pressed

    *-> If NPCs Talk Num = 1 then blah

    *-> Else -> Trigger Once then type Talk2.

    The NPC I'm trying to talk to has TalkNum set to 2 and is meant to talk twice. But he isn't. It will talk once and is definitely breaking into the If NPCs Talk Num = 1 branch. It never goes into the Else. Its not accessing the proper NPC family member that has TalkNum set to 2.

    Any solution for this? Am I missing something? I clearly have it so NPCs is being accessed by collision. It should only be referencing the NPC with TalkNum set to 2.

  • <img src="http://i.imgur.com/6GMgMgG.png" border="0" />

    <img src="http://i.imgur.com/FTOooBY.png" border="0" />

    <img src="http://i.imgur.com/SWzo9x9.png" border="0" />

    I disabled the scroll to behavior in favor of this. It works pretty well in one layout but not this one. The other layout had the same error too, bu it has since disappeared for some reason.

    EDIT:

    Already narrowed it down to save game in Construct 2. I save the game to a slot on the start after a little event. Disabling this and the game runs fine. Enabled and it always crashes.

    irst off, I've fixed a bug involving the saving/loading of global cameras - nobody mentioned it, but I noticed it while working on the plugin and it should be good now.

    I only have 1 local camera and its crashing if that helps.

    instanceProto.saveToJSON = function ()

         {

              // Throw the trans camera on top of local cameras list

              this.localCameras.push(this.transCamera);

              var o = {

                   "lcc": this.localCameraCount,

                   "olcc": this.localCameraCountOld,

                   "alcc": this.localCameras.length,

                   "agcc": this.globalCameras.length,

                   "tcnn": (this.transCamera == null ? false : true)

              };

              for (var i = 0; i < this.localCameras.length; i++)

              {

                   o["lc" + i + "g"] = this.localCameras.global;edited><editID>AnthonyB28</editID><editDate>2013-07-29 16:23:36</editDate></edited>

  • This seems like a really awesome plugin! Super useful for cutscenes. Very gracious. Will return with results. :D

  • I currently have a project where I lay out a grid and on the start of the layout, create a dictionary that parses an XML file I have to manually create that lists every UID of the spaces and their adjacent tiles and marks them as free (0). So <UID, free/taken>.

    The player can obviously only move to adjacent tiles (found though the XML parse) and if the adjacent tile is marked as 0. Anywhere the player moves, its obviously marked as 1. Also, the UID lets the player's piece move to that object as well which is kinda nice.

    Tiles are not just in a line. they're hexagons, so it can have up to 8 adjacent tiles at one time.

    Any suggestions as to a better method of doing this? The XML config is nice, but its a pain in the arse to have to redo for every level and will probably end up causing problems in the long run. I chose to do that initially because it was the only method I initially thought of that would work.

    EDIT:

    Currently looking at

    scirra.com/forum/pluginboard-layout2board-behavior-grid-move_topic51891.html

    Maybe will pursue this.