codah's Forum Posts

  • still having trouble setting this up.

    Don't have time now, but look at your mobhp_bar function in isolation. How do you expect it to know which Mob_Family object to perform on? You're currently selecting all objects in the family, thus you're operating on them all.

  • Have you looked for game builders specifically made for text adventures? Not that I want to put you off C2 <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> It can be done but it's a bit of a square peg in a round hole. Maybe you could just embed a z-code interpreter <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://code.google.com/p/parchment/

    http://iplayif.com/?story=http://mirror ... ThePark.z5

    But I like the amber CRT.. takes me back <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

  • Haha true what was I thinking

  • Thanks for the great work.

    Got this for inverse pick Sure it will come in handy.

  • You have to pass in to the function, the UID of the object being damaged, then in the function pick using that UID (function.param(0)). And use a for loop to call the function for each object.

  • No but you could do it via mathematics (working out pixel based on grid position) or you could have a 'target' sprite in the middle of every grid point (if not too huge) and 'on dropped' just move to the one that's overlapping your dropped item.

  • I spent several hours trying to recreate the problem, but I couldn't. It exists in my main project though. This is crazy. More digging around to do!

    See here

    It's known behaviour.

  • Your way worked nicely! I ended up storing the original array in a temp array though, because in this particular example I needed to alter the order of the array only for the top-list and then revert it back. Thanks for your help!

    No problem. I also gained more insight into C2 arrays

  • Thanks codah, I didn't realize that because I apparently only checked the example from the thread you linked. I'll try your system now!

    Hey no problem. You can throw it into a function, but unfortunately we can't make a 'generic' function for any array because you can't pick an Array like you can a Sprite (and it doesn't make sense because there is only one instance).

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  • In my capx, the names are also at y=0.

    But even if they weren't, you just switch around the 0's and 1's, and voila. And if you want ascending sort order, change the < to > in event 7.

  • Try adding the condition 'Object.pickedCount = Object.count'

  • The problem is changing animation frames causes the physics body to be destroyed and a new one created in its place, and doing that prevents forces and joints from working normally. I can't explain why this is, it seems to be a result of the box2D physics engine, and I don't know what we could change to prevent it.

    Don't animate or resize any physics objects - if you need to, use invisible static objects with the physics behavior and place any animated/resizing objects on top of it. This is mentioned in the first physics tutorial.

    Ashley I implemened the technique you mentioned just fine, once I knew the limitation. I cannot see this mentioned in the tutorial however. TBH it should be in the manual, but the tutorial would also be ok.

  • The thing is, sorting on the X axis of a 2D array preserves the column data, but sorting on the Y axis does not preserve the row data.

    The other thing is you've said 'X stores the names, y stores the points' but this doesn't make sense. You're storying names AND scores in both X and Y dimensions. What you meant is you're storing names in row y=0 and scores in row y=1.

    Anyway what you said in your last post is true. If you had the scores in row 0, then sorting on X would work.

    Edit: realised I pretty much repeated what BH said. Anyway, just use one of the capx's provided above

  • !! 100 releases !!

    I am a little disappointed in the physics engine in C2 because the rest of the game engine is simply brilliant. But stuff like this makes game making using physics quite frustrating (and impossible).

    Yea I thought I was looking at a bug report for 178, but it was 78

    I'm only going to use physics for simple things.

  • codah, if you create another head sprite (non-physics) and pin it to the head physics object (make it invisible) then you can then change the image frame on the visible sprite for the effect you're after.

    Thanks, already done and working fine thanks for the help! But yea it's a known condition apparently for the last 100 releases (intentional and not to be fixed AFAIK).