bholtzman's Forum Posts

  • I don't know very much about how this works, but it seems that the debugger in the web dev f12 tools is able to show values inside of for loops. I think I read that this is just a web app in chrome. To me this seems to mean, nothing more than html, CSS and Javascript (which is probably an oversimplification). I wonder how the browser developer's are accomplishing this?

  • There are a lot of things that I love about Construct2. The editor has the best blend of graphical scripting / programming concept representations that I've seen so far. But there is also a deal breaker for me. Not being able to use the debugger inside of loops makes certain types of development tasks very difficult for me. I wanted to know if this is going to change in the future? Will Construct 2 or 3 ever fix this? Besides logging, is there any other method that I would want to use to get around this limitation?

  • I like the feel of the game. The first 3 levels were fun and I was able to get past them without much fuss. The 4th level was confusing for me. The player disappeared by this big yellow rock or statue and I couldn't do anything from that point. Not sure what happened? Hope you continue expanding and refining the project.

  • I like this very much. I love the detail in the explosions and the smoothness of the animations. I have no idea how you got the CRT effect. Very cool!

    I'm working on AsteroidX , is practically done, i added some twitter share buttons and learning how create some leaderboards.

    Main Menu

    Gameplay

    -

    This is a video from the last beta:

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    Hope you like it! <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Maybe I'm thinking about it wrong? Maybe I need to approach a grid based game by replacing complex looping logic with set based logic? Would that work? Would the same information be visible that I would typically find while watching program state in a loop?

  • Last time I used Construct 2, I had a problem with loops being completely opaque to the debugger. I couldn't figure out how to test for program state while in a loop which makes certain types of games like grid based games difficult to build. Is this limitation still the same in Construct 2? Are there any alternative methods that can be used that are interactive and don't require logging?

    Thanks!

  • Hi RamPackWobble. That was exactly what I was looking for. Thank you!

  • I know that I can count objects selected by an event with a for loop, but I was hoping that there would be some kind of function I could call to just tell me without the for loop. Anyone know of anything?

    Thanks!

    Ben

  • If I try to set up a system of rules thinking procedurally it seems like I'm fighting with Construct 2 in order to get the behaviors that I'm after. So now I'm thinking that what might work more harmoniously with the Construct 2 way of doing things is that each object needs to be stateful and events will select each object based on it's state. Does this seem correct or am I missing the point with the philosophy of the Construct way of doing things?

    Thanks,

    Ben

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  • Oh wow, this still seems to be the case in the debugger. Yuck! I hope that changes soon.

  • Ok, I think I see a way to accomplish what I'm after without using the temp variables. I think the original logic here:

    (Cell.Column = GemX2 AND Cell.Row = GemY2) OR System.Pick.GemFamily.instance(0)

    can be rewritten to something like this:

    (Cell.Column & ", " & Cell.Row = GemX2 & ", " & GemY2) OR System.Pick.GemFamily.instance(0)

    This is still not a great solution as it's not as readable/maintainable as it could be. But it's better.

  • I do see this text in the manual, "You can combine the block types by using sub-events. This allows you to build up more advanced logic, such as an 'Or' block followed by an 'And' block." But from my understanding the first condition will filter out what I'm trying to pick in the second condition. Maybe my understanding is wrong, but I'm thinking that what happens is that each event will select a group of objects and each sub event will select a group of objects selected from the parent event. Very much like method chaining in other programming languages. If this is the only way event/sub-event object scope works then I can't achieve what I'm trying to do. But if there's a way to get the parent to select from a global scope of all objects followed by the sub-event selecting from all global objects while not filtering out the selection from the parent object, then what I'm trying to do might work. I did notice the System.Pick events, which are probably what I need to achieve my goals. I'd love to understand this better, so please correct me of I'm wrong.

    Thanks,

    Ben

  • I wound up splitting the predicate from the first and condition from the predicates of the or condition into 2 event blocks and just storing the index of the first object in a local variable to be used in the second action of the second event. This seems like a hokey and cumbersome way to achieve what I'm trying to do. But pragmatically it works. I'd love to hear of a more elegant solution if someone has one.

    Thanks!

    Ben

  • I know this is a little late, by about 4 months or so, but I'm thinking that using a dictionary to store each random number as it's used would be a good way to check against what's still available in the random pool. Then only accept numbers that aren't already in the dictionary.

  • I'm doing a bejeweled like game which is very similar in concept to candy crush. I'm also just learning Construct, so am clumsily solving the Construct way of doing things. I'm finding that using the System.For events is coming in very handy in both placing tiles and testing for matching sequences.

    That being said, I'm happy to try to answer simple questions if you need some help. Although there are certainly more capable users who have already gotten through the learning curve.

    I also noticed a match 3 template for sale in the Scirra store. https://www.scirra.com/store/royalty-free-game-templates/candy-can-combo-1663 It looks really nice, and might be a good way to learn how to handle the required logic. But just the same, might be somewhat overwhelming if you're just trying to learn the system like I am.

    Best of luck in your project.

    Ben