codah's Forum Posts

  • codah

    Yes, it will log one time.

    Another usage for "wait for signal" is waiting user input, like this capx

    that's what I was trying to do with my first example.. user input being a mouse click

  • rexrainbow you are spot on. But if I replace 'wait for signal' with 'wait for x seconds' then I will only get the 'add 1' and log executed once.

    Or if I do this

    [attachment=0:11opcl9w][/attachment:11opcl9w]

    I will get only 1 execution of 'add 1' etc.

    Maybe I'm having a brain fade.

  • "Instead of the event editor telling you, you have made a bad call, you spend precious time trying to figure out a logic error that doesn't even exist."

    Amen. I wish to rid myself of hours of debugging due to my own fail typos >.<

    Have a global constant text for each function name. Rid yourself of hours of debugging from typos. The names will appear in the completion list. Yea it's a workaround.

    Also check the browser debug window as it tells you of these errors. Sorry if you already knew.

  • codah

    I cannot send PM, as I am a newbie here. Is there any other way to contact.

    sent you my email

  • Have an array with the state names, and index into it with self.state

    then just Set text to array.At( self.state)

    But to answer your question:

    self.difficultyprint & ( (self.difficultystate = 0) ? self.difficultyeasy : ( (self.difficultystate = 1) ? self.difficultynormal : self.difficultyhard))

    That's off the top of my head, untested!

  • In the pathfinding tutorual, grab the piece of code under 'show grid' and trigger it in your code. This will show you where it thinks the obstacles are.

  • Just checking out wait for signal. Please look at the following and decide before running it

    What output would you think it would produce?

    Would the output be the same if I waited 1 second, 1 minute, etc. before clicking?

    Edit: also think about output after 1st click, 2nd click, etc.

    [attachment=0:1yrwc2mw][/attachment:1yrwc2mw]

  • Just some random thoughts..

    We can only pay full attention to one thing at a time. So the gameplay would probably have to rely on the switching the player's focus from one view to another at strategic times.

    Also the controls might conflict between the two view types if trying to use them simultaneously so would have to consider that.

    I can imagine the player navigating in the top down view as 'normal' (thinking of an exploration game here), then in certain areas it would require the player to navigate through that area via the side view for a bit (staying on the same 'tile' in the top view), until they 'get through' that area and move on again with the top view. However this treats the views as almost separate games..

    It could be a puzzler mechanic, in which case there might be more scope for using the views 'simultaneously'.

    Doing a quick prototype would probably get the ideas flowing

  • I hope we can work together on this simple game.. If you are still available. The game is aimed just for fun and portfolio. The gameplay style is like Ant Smasher.

    Pm sent

  • I fixed random movement with the screenshot attached (using now Pick random instance) - movement is not very realistic.

    But the obstacle is ignored.

    soo.. what's the current status?

  • spacedoubt might have it (mixing up instance variables from different objects). If not, try put a System:Once while true after

    System -> SpriteBox.rised = 1 -> Sprite -> Set animation to "Walk" (play from beginning)

    If it's true every tick, your animation will keep going back to the beginning and look like it's not doing anything.

    A screenshot from the actual code would be more helpful.

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  • codah I see, cool. R0J0hound thanks!

    Don't be afraid to use arrays (I'm not saying you are). Remember the added benefit, that you would then have the fruit names available to you anywhere else in your code, e.g. Fruit.At(APPLE) where APPLE is a defined constant.

  • so i set everything up as far as i knew how to, then i got a syntax error right here

    Edit: don't use that operator for multiple cases.... you can see why.

    How is that easier than "Set self.my_state to (self.my_state + 1) % 3"?

  • Looks good but lagged then froze on Chrome.