bladedpenguin's Forum Posts

  • So you set it to save every 60 seconds, then it doesn't actually save? Perhaps if you post a screenshot of your event setup or a capx of what you have so far? Perhaps you could also display some kind of debug using the OnSaveCompleted event, so we can get some kind of idea of what might actually be going on.

    I gotta say, I',m intrigued by the idea of a zero player game. Is taht like a celular automata or an AI that plays through a game? Remind me of the Angband Borg from days of yore.

  • What in particular happens when you Every 300 seconds : System -> Save to slot "whatever" ?

    I've had good success with saving this way at major plot points and after layout transitions, but I am just getting saves working.

  • choose(random(a,b),random(c,d))

  • Holy crap as someone familiar with Java/SWING THANK YOU!

  • Hey this is really nice, but I noticed that the behavior doesn't seem to serialize correctly. When I save the game and load it, any tweens in progress just stop moving altogether. Any chance that this feature might be added?

  • It isn't very clear what exactly you want, but if you have sprites associated with instance variables, I would use the picking system. First, you use pick by comparison to select all the sprites that have an instance variable greater than 1, then use Pick Random Instance to randomly select one.

    If you don't have instance variables, you need to iterate over the variables and put the valid ones into an Array, then generate a random Integer between 0 and the length of the Array, then pick that variable.

  • Relogging seems to have fixed it. Thanks!

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  • Make Health a property of the Enemy family, so instead of having GuardHealth or GoblinHealth, you just have Enemy.Health.

    Add another Family instance variable called "attackfunction". Let that variable contain the name of a function, like "EnemyAttackFunction". then you can make an attack function with that name, That lets you have one main attack function that everything in the family defaults to, but you can still use a different function for special cases.

    If you are interested in learning more, read up on something called polymorphism, which is an important concept in programming, even in Construct 2. Also, as always, feel free to ask questions ^_^

  • Start with figuring out how to save and restore one type of object from JSON, and go from there. All the rest builds on that

  • When using Chrome, the arcade always wants me to Login or Register, and when I click Login, it takes me back to Scirra.com, where I can see that I am logged in. I am not using incognito mode or any such sillyness.

    When using firefox, It just works. I log in at scirra.com, and I am still logged in at scirra.com/arcade.

  • One way to make sure you don't forget to do it in one event or another would be to use a function.

  • It's a little involved, but quite doable. You serialize objects using the asJSON expression, which basically turns an object into a string. You can then put all the JSON strings into an array, then JSON the array, which give you one long string that represents the entire level. You can put this big string into a text file, or upload it to a database somewhere for sharing.

    To get your level back, get that string back form the text file or database, then create an array and setFromJSON. Then, for each item in the array, create an object and setFromJSON on that object, using the text from that point in the array. You may need a separate array to remember what type of object you need to create. Keep doing this and popping the strings out of the array until it is empty

  • Rex has a Y-Z sorting plugin that just grabs everything on the layer. I dunno if it's more efficient than the FamilySort, but I hope so if you have lots of sprites.

  • Ah, I was using System Wait actions before moving the Textbox, which seems to be what screwed it up, though I don't know why.

    On the PC anyway, the On Text Changed works as I expect it to, and triggers whenever a character is entered or deleted. Thats fine, I was expecting to check for a newline, but the OnTextChanged does not trigger when I hit enter. I'm a little unclear on how things are supposed to work on a smartphone. I'm using OnKeyPressed for now untill I get a phone and test it.

    Also, is there any way to detect whether a keyboard is attached at all? I figure I need to build a gamepad friendly text entry box if the keyboard is missing.

  • The behavior of an object in a game is often dominated by the context in which it resides. You could have a rubber ball in everything from Pong to Unreal Tournament, and they will be implemented with only a few commonalities. Frostyelk just suggested one way to make a rubber ball with C2. What didn't you like about his solution?

    Another solution might be the physics behavior, which allows you to set a very high elasticity. Using physics or chipmunk will introduce additional complexity to your movement, so make sure that you want that complexity before you use it.