Arima's Forum Posts

  • Don't use system compare, it doesn't do any picking.

  • Only make one thread per topic. Multiple threads across the forums are unnecessary.

  • Construct classic has a 'pick by comparison' condition which does that, which hasn't been implemented in C2 yet. You can also set a variable to the distance, and check the variable instead.

  • Sorry I confused you. I was getting a bit tricky with the examples where I switched the order of the conditions - basically forget that, because it seems to have only confused you.

    I'll make it simple:

    ===============

    space is not pressed

    - global variable = 1

    - global variable = 2

    ===============

    or-

    ===============

    space is not pressed

    global variable = 1

    space is not pressed

    global variable = 2

    ===============

    Example 1 is better.

  • Please stick to english in the forums, or provide a translation to your posts. Thanks!

  • Think of it this way - each condition requires construct takes some processing time to determine if it's true or not. Some conditions are more resource intensive than others, like collision detection. There's no point to your second example because it just wastes cpu time checking if space is not pressed twice.

    Event one:

    If sprite1 is overlapping sprite2

    Global variable = 1

    Event two:

    If sprite1 is overlapping sprite2

    Global variable = 2

    That would result in two collision checks when only one is needed.

    Event one:

    If sprite1 is overlapping sprite2

    Sub event one:

    • Global variable = 1

    Sub event two:

    • Global variable = 2

    The way above would only check for collisions once. If no sprite1's are overlapping sprite2's, then sub events one and two are not checked at all. This way the runtime doesn't have to waste time checking the same conditions over and over again.

    Another option for efficiency in this case is reversing the order of the conditions, because checking a global variable is far, far faster than collision detection.

    Event one:

    Global variable = 1

    Sub event one:

    • If sprite1 is overlapping sprite2

    Event two:

    Global variable = 2

    Sub event one:

    • If sprite1 is overlapping sprite2

    This way the collision check is only run once as well even though there are two conditions for it. Another benefit is now the collision check is only run when it's needed, not every frame. In this case however, it's not even necessary to have sub events, as this example is functionally the same:

    Event one:

    Global variable = 1

    If sprite1 is overlapping sprite2

    Event two:

    Global variable = 2

    If sprite1 is overlapping sprite2

    If the global variable = 3, then neither of the collision checks are run, because since the first condition was not true, it skips the rest of the conditions and actions in the event.

  • I asked for this feature a while ago and if I recall correctly, Ashley put it on his to do list.

  • If a base event's conditions are all true, construct runs the actions of that event and proceeds to check the conditions of any subevents of that base event. If instead any of the conditions of that base event are not true, then it skips running the actions and doesn't check any of the subevents, skipping them completely and running the next base event.

    If you have two events:

    global variable = 1

    space is pressed

    global variable = 1

    space is not pressed

    They can be made more efficient as:

    global variable = 1

    • space is pressed
    • space is not pressed

    Resulting in events 2 and 3 only being checked if the global variable = 1.

    Sub events used that way can make things very efficient, with huge trees of code only running if they need to. I have over 5000 events in my battle engine in my RPG and it runs smooth as silk because they're set up so that only the relevant event trees are running at any one time with subevents. Does that make sense?

  • I've heard some negative things about game design degrees. Some of them are too new, some of them don't adequately prepare you, and some of them are outright scams taking advantage of the enthusiasm of their students and leaving them with a completely worthless degree and no skills to back it up. Perhaps they've gotten better recently, but because of what I've heard, I wouldn't recommend them.

    That's all hearsay though. Perhaps there are some that are good, but it's very hard to tell until you've actually gone through the program and thrown a lot of money at it. Doing a quick google search finds people complaining about ITT Tech, but it also finds people defending it. Were the people who were complaining simply not putting in the effort? Did they get a bad teacher? Or is the quality of ITT Tech's education subpar? I can't tell you.

    Most professionals I've heard talk about them recommend avoiding them, and recommend getting a traditional programming degree instead, as that can give you skills that are valuable outside the game industry as well, which can be helpful and give you more options for work as programmers are needed everywhere.

    If you're doing independent development though, there's also the question of why you would want one at all. If you're planning on making your own company, then why would you even need a game design degree to do that? You can learn how to make games on your own and save yourself the money. In my opinion, the best way to learn to make games is to just get started trying to make games. That and studying the masters. There's also a huge amount of information out there on the web. Gamasutra.com is a great place to start.

    I'm not saying you shouldn't go to college - rather, I don't think you should go to college specifically to learn how to make games. Go to college to learn how to program or make art or some such. It'll give you much more options in the long run, and you can probably do a better job teaching yourself how to make games anyway.

    The best advice I can give you though is to have a day job while you work at the game you want to make. Don't put all your eggs in one basket. That way if you fail, it won't hurt you financially, and you can try again. Ask around in lots of different places where industry professionals reside about these degrees and what the best path is to take, like maybe forums.indiegamer.com or some others. Get lots of opinions from people who would know. And don't cover your ears if someone is critical and tells you your work could be improved somehow, because even if they're rude, and while some of those people should not be listened to, if your work really could use improvement, it's an opportunity to improve, which is something you should never stop trying to do.

    Edit: Oh, and for crying out loud, start small, and unless your dream game is small, don't make your dream game first! You dream game will be much, much better if you wait until you know what you're doing a bit better when you make it!

  • MIRC is working here, but I'm getting a blank screen on the mibbit link too.

  • It is possible for applications to have bugs that result in them messing with memory of other applications sometimes, though they're not supposed to. Glad you found a solution!

  • You can also set and check a variable to get the same effect.

  • Or is possible by using two events, and else is possible using variables. That's not to say they shouldn't be implemented - rather, that it's possible to get the same effect currently.

  • Does it work in HTTP mode? For security reasons, a lot of stuff doesn't work in file mode with browsers.

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