Excal's Forum Posts

  • UPDATE: I've fixed my program parts orientation issues. If anyone has some free time, please download the .capx and move some programs around and take any screenshots of small discrepancies (too many pixels to the left, etc.) and I will take care of them. I intend to stress test everything when I get more time, but any help is appreciated <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Games don't need stories, unless they need a story.

    Stories are often overlooked by indie developers, which is a shame because there is an audience of players that like to dive into a game's story so the game feels like it has some meaning. I am one of those people.

    The premise of the story behind my board game is that you are an infiltration AI activated by a mainframe AI in order to regain control of a system taken over by a rogue AI. However, the interesting thing is that you will find 'logs' after regaining control of certain networks that give insight into the AI that went rogue. Each one of these opened will add a value to an internal global variable named 'roguemeter'. The idea is that as you (an AI) learn more and more about the rogue AI you are fighting, the greater chance you have of becoming rampant yourself.

    At the end of the game, after you defeat the rogue AI, the mainframe AI will congratulate you on a job well done and then proceed to shut you down because you are no longer needed. Depending on how high the roguemeter is, you are either shut down or given the choice to fight back, unlocking another boss fight against the mainframe AI. Defeat leads to you getting terminated, victory leads you to becoming the new rogue AI who has full control over a company's network and its subsidiaries.

  • I tried doing an ordered For Each loop to pick by highest IID and where the animation frame is equal to facing left, but that doesn't seem to work either (the variable that should be equal to the picked part's UID is still 0).

    Any help on this is appreciated. Now requesting help from R0J0hound :D

  • I believe plugins have compatibility issues with exporters such as CocoonJS and/or node-webkit, so I try to strictly use vanilla C2 as much as possible. I realize the move-to plugin is known to work on a variety of platforms, but I am trying not to use it unless I have to.

  • This question has been asked way too many times now. Please do a forum search.

  • The tips given by Yann and retrodude are great.

    However, there is a reason why you need to start learning to use backups and source control, and it's never too late to start.

  • LittleStain is correct, using separate text objects is hogging system resources for no reason.

    I would recommend creating a dialogue box, then move that box off-screen or set it to invisible. Then when you want dialogue, have a function that sets the dialogue box to visible, repositions it to X, Y and sets its text (using function parameters). This way you can have one dialogue box work for all dialogue cases that can be shown and hidden on demand.

    Again, I would recommend downloading my .capx to see exactly what I mean.

  • Here's an update.

    The problem:

    <img src="http://i.imgur.com/OXNcgIX.jpg" border="0" />

    To the bottom-right, you'll see there is a number 0. This is debug text that is supposed to equal the UID of the pink part that needs Z-level correction:

    <img src="http://i.imgur.com/HhOxs8I.jpg" border="0" />

    Here is what the current set of events is:

    <img src="http://i.imgur.com/0EkG4MF.jpg" border="0" />

    My goal is to be able to pick the problem part so I can change its Z order. As you can see by the "0" number near the bottom right of the first image, the problem part isn't being picked. Does anyone know how to pick the problem part?

  • I don't see why you would need an array for a dialogue/text system.

    Create a notification box that can be spawned based on a function call. Then call that function any time you want to have dialogue/text.

    My strategy game uses a notification system that showcases this.

  • Got a .capx?

  • A devlog that discusses this project: http://www.exeneva.com/2013/08/cohack-a-reimagination-of-spybot-the-nightfall-incident/

    A good read for anyone wondering what the inspiration is and whatnot.

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  • Tagging vee41 because he knows how to solve all my problems :D

  • I think one problem with the chat channel is it might detract away from the main forum, especially the 'How Do I' section. I tend to do forum searches quite often to find solutions to problems I have, and if I can't find them then I post here and hope someone can help me out.

    Given the fact that the easier something is to use, the more 'kids' you're going to have (and I'm barely not a kid anymore) that will fill the chat room with noobie questions and expect answers on how to do X then Y then Z and eventually "How do I make this whole game?"

  • If...

    -Score not 0

    -Enemies.Count = 0

    Then...

    -Make a bunch of enemies

  • <img src="http://i.imgur.com/HhOxs8I.jpg" border="0">

    I need to modify Z orders so that the object the arrow is pointing to is higher than the object to its left.

    <img src="http://i.imgur.com/fxIopss.jpg" border="0">

    I'm trying to reference using the family (as I'm not sure doing an 'is overlapping seekerpart' would reference another seekerpart and not itself).

    Anyone have an idea on how this would be accomplished without creating another object?

    Here's the .capx, but it's kind of big so I isolated the relevant parts in the images above.

    BoardGame.capx