DarkShroom's Forum Posts

  • wow, seriously thanks, i was really loosing it on that one. This is epic, no sprite will now be lost I was really being held back by that contemplating crazy workarounds

    that was clearly a rather fundamental python concept I wasn't getting i can't thank you enough

  • there's nothing in the bible about swearing, so that is your interpretation of what it is to be christian

    i guess if you're marketing the game to the right wing christian demograph in the US, I would go with that advice, Christians in Europe really don't care

  • I was wondering if anyone could help, I have condensed my problem down into like just the smallest reproduction of the issue, if this works it will be so epic i will finally never loose those blasted sprites.

    System.Create(Sprite, 2, xLocation, yLocation) #so we create a first sprite

    RefToFirstSprite = SOL.Sprite #we want to save some ref to it, this however saves a link to Sol.Sprite not the target of it which i want

    System.Create(Sprite, 2, xLocation, yLocation) #in creating this next sprite whatever sol points to somehow is updated

    RefToFirstSprite.Destroy() #and this ends up therefore killing the new target of sol, not the first sprite i wanted to get rid of

    I have racked my brains on this for seems like hours now, I feel at least satisfied I think I have identified my problem quite well, would be really greatfull if anyone could shed any light on what's happening here... i sort of have this impression I'm missing something fundamental

  • I'm not a programmer so I'm not sure if it is actually as complicated, I don't find typing things out that complicated, I think construct can make that part easier through it's event editor, I just find the logic hard to wrap my head around. Probably just as hard as regular programming?

    You're tackling the same sort of problems so it's programming the same really, when I was really into Max MSP, i found at first I loved that I didn't have to code (it's a visual based midi music type programming thing), eventually though I found the visual thing to have a problem reminiscent of the wire problem they had with early computers... so basically I find visual programming the usual limitation is having to do a lot of copy and pasting sort of like functional programming (i think lol).

    Where I am a bit stuck is still keeping track of items created in Construct, I could implement a tile map editor thing with what I currently have actually, because I could rely on the pick closest function as a dirty workaround to delete the tiles, however I want the same code to create enemies that then move about...

    Reading your posts I get the impression that things created in events are more easily referenced somehow, anything created by python code:

    System.Create(objectname, layer, x, y)

    it just seems to end up floating (or lost), i can store all the UID's any bit of data right after creation... because you can find it with SOL.objectname.UID, you can do anything right after creation thank god otherwise my tile layer was laying tiles on top of my main sprites...

    no but if you then create another sprite of the same type later, you can no longer reference the first one, and I have tried all sorts of syntax. For example objectname[1] would reference the second create sprite, but only if it's created by construct, not by "System.Create(objectname, layer, x, y)"

    oh man this is driving me mad, i don't mean to put your thread off topic I don't think I am I think we're trying to do similar things, creating items that are under control of the code and then removed by the code etc...

  • an angry bird one could be easily...(in a week that is)

    but you have this forum don't you and you don't know whether it's a 12 year old with a ASWUM PWAN he just needs someone to do all that PWOGWAMIN... and frankly you often get that impression.

    I do not mean to prejudge, but if I wanted work I might not actually say what I would PAY (on the forum) but I would be clearer on what I was after:

    -A whole game from scratch?

    -Is the game design done already?

    -Do you want the art assets created as well, have you got the art assets? What format are they in so what kind of work will someone need to do to convert them?

    -Do you require the games content as well, angry birds has several levels it's unlikely one person designed each level?

    If you are not clear on these things (how much work), you'll either get fleeced or you will be doing the fleecing.

  • Hey Rory,

    PodSixNet is fairly efficient since it has a built in encoder/serialization. It is only TCP so isn't going to be useful for shooters or other fast real-time gaming. You can host the server (if you want to only use Python) on any system that supports Python (Linux, Windows, etc).

    I'm not sure what you mean by secure..it can be made as secure from cheating based on how much you host on the server and what type of checking you program in.

    If you are interested in faster performance look at the Plugin I made as a wrapper around Enet. It is posted in the work in progress plugin section. I will warn you that there are some bugs so it is not as stable as PodSixNet, but it is based on UDP so is much faster. It could be made even faster if compression was added.

    I am new to this and have admittedly yet to tackle what networking library I would use with Python, I will get to that I'm getting my object tracking sorted first, however I'd wonder why you think compression would increase the speed? This is not a problem of bandwidth but with latency?

    Anyway I very much appreciate your posts, I will start with this when I get to networking

  • serious? there's a game to be designed and you'd worry about whether you should have swear words!

    if are you making a game for toddlers (don't swear)

    or teenagers (do swear)

    or adults (swear but look clever about it)

  • lol wow, you think this makes programming easier? :)

    I was interested in the thread though I am trying to implement a similar thing with python so i can dump out the tiles and delete them as my player wanders about, the problem I have, it getting hold of something universal I can kill objects spawned.

    I can use SOL.<last objecthere>.UID to get a unique UID and then I can store it for later reference, but I don't seem to be able to just kill things by UID

    anyway was just saying this looks AS complicated as a normal programming language

  • crafting is usually preconcieved and is generally in "tree form" i always thought, so it's just a case of destroying items and creating new ones.

    Iron Ore + Coal = Iron etc

    i am not sure what you mean about pokemon, although I do imagine they may have added an element of chance? It is possible to come up with mysterious crafting formulae I guess that's quite a cool idea, i actually know nothing about pokemon if that's part of what

    I do like the idea of crafting system that's somehow more than the sum of it's parts, that can create unpredictable results, but yeah I think in most cases it's A+B=C just because it's predesigned with some added chance of faliure or sucess on some item tables.

  • <img src="https://dl.dropbox.com/u/3998493/GameShot02.jpg" border="0" />

    a bullet shooting, top down, eventually multi-player concept I am working on.

    I am very serious about this actually, I felt the desire to post something, even if it doesn't even look like much

    The "ladybirds", they have been drawn by a random algorithm that I am experimenting with designed to produce predictable random results, the whole ethos of my experiment at the moment being the "procedural" generation thing, it will eventually involve elements of designed areas merging into random etc, but not actually random er "procedural"... essentially I want a game that feels oldschool like there is something you can find and do as a player that might be not something that was designed in a map editor..

  • at some point i will implement some sort of crafting in my game,

    the thing is it may depend on if you expect to do this without coding, it would depend very much on the structure of your game design and code.

    So this is actually one of those very short but very vast questions, my first steps towards a crafting system (basically you can brew potions) is going to be a simple walk to the "health potion brew thing" click here, potion appears in inventory, herbs deducted. This works with no context based menu systems or even drag drop inventory so should be possible to implement without coding I imagine...

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  • i just tried it and it worked!

    I think I will also choose the trial and error method, I realize now I was looking for some external file when it gave me that message, I though maybe I had to bundle them together as I'd got away with chucking a python.dll in there

    thanks for helping me with that, it's very satisfying to have it all in the exe now :)

  • for some reason it won't, it bundles the dll for python not the libs

    but i chucked the hole lib folder for python in my distribution, later on I will prune it down hopefully

    thanks for your reply, I am psyched about his program, amazing performance, python can just dump out a 1000 sprites in a second, bullet hell is not really possible on HTML 5

  • ***UPDATE***

    I have since found that having a Python26 directory and python installed is a requirement for anyone running the game

    either that or i seem to be able to dump the lib folder in the game directory and it works somehow... so i am on the right track, if anyone has anything to add please do

  • i don't know if it's useful information but generally when distributing html 5 and flash apps on mobile platforms, developers use some sort of middleware as a bridge

    Otherwise I think you'll just about be able to throw a couple of sprites around, i mean we are talking about running HTML so some scalable GL type engine, driven by javascript, that's a lot to ask of a mobile.

    I have yet to get to construct 2 as I am very much enjoying construct classic at the moment, but i defiantly want to make mobile versions of some of my ideas so will investigate construct 2, I imagine there's some hope for a solution of making the game in construct 2 then using the generated code with some middle-ware to make it standalone....