Excal's Forum Posts

  • Alright, I've implemented an array. The idea is that if a NoZone exists, the array will store a 0, if a program exists, it will store 1, and if the space is empty, it will store 2.

    The array has a depth of 3, with the first value being the value stored above, the second is the X value of the loop and the third is the Y value of the loop.

    <img src="http://i.imgur.com/KYA8DiN.png" border="0" />

    The game downloads the JSON file of the array after the grid has been generated. However, there is a problem - right now the array is populating everything as 2, meaning it thinks every square is empty.

    This can only happen if the checks for the walls is failing.

    In Yann's maze generation script, which is used to generate the random game board, he offsets every wall by 0.5, and I'm not quite sure why:

    <img src="http://i.imgur.com/kDdu12r.png" border="0" />

  • cvp Thank you very much for the picture. This is starting to make more sense to me.

    I'm going to start with the creation of an array to basically document all the spaces on the board, but now I'm getting confused. I haven't really worked with a nested For loop inside another For loop:

    <img src="http://i.imgur.com/pZpTqId.png" border="0" />

    If I use loopindex, it gets the closest loop, right? So if I loopindex under the last For loop, it will be for the rows loop?

  • I'm going to tag every math wizard I know on this forum for this one xD

    Yann, R0J0hound, cvp, Tobye

    Firstly, this is for a board game I am developing. The idea is that once a user clicks on a unit, all available move spaces are shown on the board, just like in this game here:

    <img src="http://img.photobucket.com/albums/v413/jaimeastorga2000/Spybot.png" border="0">

    In the image above, the selected unit is allowed to move 4 spaces on the game board, so every possible place the program can move is highlighted.

    For my board game (you can see what I currently have in development here: CoHackTest), I want to implement the same thing, but I'm not sure where to begin.

    Each program is in a family called PlayerPrograms, which has 4 instance variables. The one that's relevant to our problem is the 'Move' variable, which stores the number of spaces our program will be allowed to move. The four instance variables are displayed upon program spawn:

    <img src="http://i.imgur.com/FABieCM.png" border="0">

    <img src="http://i.imgur.com/j1LaEfe.png" border="0">

    Does anyone know how one might calculate the maximum movable spots? There is an unused sprite in the 'ObjectDump' layout called 'MoveIndicator' that I intend to use to display the movable spots.

    Any, and I literally mean any, help or ideas on how to do this are appreciated.

    BoardGame.capx

    My initial thoughts are that I need an array to cover the entire game board spaces (each space is 64x64 in size), and then mark which spaces are empty and which ones are walls or currently occupied by another program.

  • Turns out I was being stupid and just needed to use UID ;)

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  • Consider looking at the "Notification Box" group in my open source turn-based game: http://www.scirra.com/forum/open-source-turnbased-strategy-game_topic66620.html

    Mine is a bit different since it relies on the user touching the screen to make the box go away (as opposed to disappearing based on a timer). However, it shouldn't be hard to implement for you.

    I use a function call to spawn the box and another function call to make the box disappear.

  • I'm trying to give different IDs to each instance of a family.

    Suppose I have a family called Units that contains several different sprites. The family has a family instance variable called ID that starts at 0.

    Each time I spawn a sprite, I set its ID to Units.ID + 1. Suppose I spawn 3 sprites - will the sprites have IDs of 1, 2, 3?

    Just trying to figure out how to give different ID values to instances of a family.

  • > Are you blatantly lying to your backers about what engine you're using?

    It didn't come off to me as lying. Sounds like if it gets funded, he'll create the game in Unity. What he has now is a prototype.

    Although it does seem crazy to me to make a metroidvania game in Unity in 6 months for only 15k. That's like, raman noodles for breakfast, lunch, and dinner...every day..for 6 months. And working 20 hours a day.

    Unity is known for being great at 3D and being not-so-great at 2D.

    It sounds like a lot of work to create something in Stencyl, recreate it in C2, then create it again in Unity (where it will be even harder to recreate given Unity's affinity for 3D AND the fact that Unity is havily script-based instead of event-based).

  • Ashley, do you mean 0.1 seconds or 0.1 * dt seconds?

  • I'm a huge backer of Kickstarter projects and noticed this today: http://www.kickstarter.com/projects/1192311215/ghost-song-a-journey-of-hope?ref=recently_launched

    You state near the bottom you are using Unity. In this thread, you stated you originally developed with Stencyl but are looking towards recreating everything in C2 due to limitations. Are you blatantly lying to your backers about what engine you're using?

    Also, if you want to actually hit your Kickstarter goal, I suggest removing the 500-backer limit on your $10 pledge reward. Considering 70-80% of your backers are going to be pledging in the $1 - $40 range, having the $10 reward get 'full' could turn some people away.

  • blackhornet to the rescue!

    Adding another condition to the generating clause definitely fixed it!

  • I did a cut remove, ran the program, and saw no change. I pasted it back in.

    Disabling it is practically the same as taking it out.

  • I disabled event 19 and saw no change.

  • I'm currently utilizing a turn-based system to my board game.

    Player spawning and computer spawning works great, but after spawning is completed, I want the game to move on to gameplay. The first step is displaying a message to the player that it is his/her turn, but the message never fires for some odd reason.

    <img src="http://i.imgur.com/B264jrx.png" border="0">

    Relevant code:

    <img src="http://i.imgur.com/IhC0QMV.png" border="0">

    BoardGame.capx

  • Kyatric please move this to the Your Creations forum whenever you have time.

    The .capx has been updated once again for anyone who is interested in seeing it. Currently I'm working on creating a basic gameplay prototype. Compared to the last update, there is now both player spawning and computer spawning.

    I wasn't happy with the previous game UI so I've modified it and created a permanent UI in this version. I think in the long run this will work much better, but there are some things to change/add. Right now I'm not sure how many UI sections there needs to be, but I'll figure that out over time.

    <img src="http://i.imgur.com/HkOKfH0.png" border="0" />

    <img src="http://i.imgur.com/Ra3DZ9t.png" border="0" />

    <img src="http://i.imgur.com/EHNwWdf.png" border="0" />

    <img src="http://i.imgur.com/DghVtZU.png" border="0" />

    I'm currently working with an artist and composer to create the media for the prototype. When that happens, I will start including a license file to indicate which parts of the project are open source (basically the events and setup) and which parts are not (the media).

  • I am going to second almost everything newt has said in here.

    I test almost everything on my iPad and phone, and believe me, DO NOT use the physics behavior unless you absolutely need it.

    My space shooter doesn't even use physics - it uses custom movement to 'simulate' physics in order to reduce CPU load. If you're aiming to have any sort of mobile viability, you need to be very careful with what objects are using the physics property and even then you need to consider how much physics is actually going on.