damousey's Forum Posts

  • I think you can have both the 8 direction and platform behaviors added to the player at the same time. This lead to some strange interaction though, so you will want to disable one when you're using the other and enable it again when you transition between the two. Using the "Set enabled" actions on the behaviors should solve this. You will need to decide how the switch works tho', maybe you automatically switch to flying(8 direction) when you are at a certain height, or maybe you need to activate it by pressing a key. Think about both how to switch to flying and how to switch back.

  • I was wondering about overlapping using collisions as well, so I took a simple project that has overlapping triggers and disabled collisions to see, those triggers didn't fire anymore. So I'm willing to bet "is overlapping" uses the collision mesh.

    There might be a trick with selectively enabling the collision, like in my case, I only really check for an overlap after dragging and dropping, maybe it would be worth enabling collision only then and then disabling it again.

    But short answer, overlap checks require collision be enabled.

  • I FIGURED IT OUT!!!

    lines 39-47 were outside of subevents, I was approaching them as subsequent events when they needed to be nestled in there. That turned out to be more straightforward than expected.

  • Construct adds a lot of stuff that you're essentially not going to use, or not use as intended at least. Which would make the whole gamemaking process far clunkier than it needs to be.

    if I were you I would make the decision based on whether I just wanted to create the game itself or use it as a way to learn how to use ( and abuse) construct's systems. If just the game, then use a tool that fits better, yeah.

  • the specifics of the the genetic table

    each trait is controlled by 2 pieces of Data,

    the first row (y=0) controls Face shape

    second row (y=1) controls eye colour

    third row(y=2) holds results for those two which can then be used to assign traits,

    The genes and traits need to be seperated this way so that a parent can retain a gene to pass on that isn't necessarily physically visible

    each sheet along Z holds this data for each subsequent creature, with new ones forming at the back, creature IDs( instance variables) are not zero based so you need to remember to subtract 1 to find the correct data for a creature.

  • ok, then let me share the specifics.

    hehehe, it's not Spore, I've limited myself to 2 genetic traits, face shape and eye colour. Like I said, it's not as complex as it sounds.

    I don't mind sharing my capx. I'm very pro open development and if someone really wants the thing it took less than a day to make and two days to not fix, they can have it. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    https://www.dropbox.com/s/vyo89fyz1ebgy ... .capx?dl=0 since I don't have attachment options yet.

    Variables are negative if they're not assigned or far too high in the case of instance variables.

    "Floofs" is basically "creatures" the array that stores the creatures is called Floofs and the container sprite Floof.

    The random generation Function works as intended, but the fusion on seems to not get to the assignation phase where it sets the instance variables, which in turn set the animation and frame.

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  • Thanks for the quick response. Sorry about being vague.

    A big part of of the problem is that I don't don't know how to isolate my problem, I also didn't want to be accused of asking the community to build my thing with the very first post, so I erred on the side of vague.

    My game has 2 buttons, one makes a new creature by randomly generating genes, the other makes a new creature by looking at 2 parent creatures, or at least that's the plan, right now button one works as intended and button two creates a child without it's instance variables and seems to alter the appearance of every creature already in existence.

    Creatures are containers with 2 sprites, and their genes are stored as a sheet in an array, so whenever a new creature is added to the scene, the creatures array becomes a layer deeper and the correct frame and animation(as well as instance variables) are set according to the genes.

    The two button's functions were identical until adding the solving the parental genetics, but it's the part that's the same, setting the frames and animations to correlate that seems to be breaking things.

    I have 2 suspicions about what it may be:

    in the splice function, the extra events to determine the genes are causing the system to forget which instance(new one, just been created) is picked, so it switches to all creatures when assigning animations and frames.

    or

    the data in the array is being changed instead of referenced.

    I've tried watching the array in the debugger, but the comma'd list format is impenetrable to my feeble art brain. I'd need to copy it out and compare cell by cell to know if that second one is true. Seriously considering building an array visualizer right now.

    I'm going to prettify it a bit to make it easier to read and undo junk I added to try and peer at it before posting images.

  • Hi,

    I'm new to construct and programming as a whole, having been an exclusively art person previously.

    To attempt to move away from game design informed primarily by basic behaviours, this week, I tried to make something small and slightly complex. I opted to make a small click and drag gene splicer.

    it's not as complex as it sounds, I actually managed to get one step away from the core being functionally complete in less than 24hrs (I love how enabling construct 2 is!!!) but then one last step, one final function to create, and it's breaking all the things.( I suspect its a selecting instance vs selecting all of type issue)

    I've now spent as long trying to figure out why as the rest of the development, and I just don't know what to look up in the manual, google and try.

    Could someone help me or link me to content to help me get my head around processes of debugging, especially debugging in construct 2?

    I don't want to necessarily post the project, other than maybe as a working example. I'd actually rather learn more about the process than just solve this individual case( teach a woman to fish and all that)