Excal's Forum Posts

  • Kraudi, would you possibly be interested in looking for volunteers?

    I'm a space game fan who is currently a bit sad due to hitting a wall in my board game project and looking for something new to work on in my spare time.

    You can find my credentials here: http://www.scirra.com/forum/seeking-to-work-on-a-project-with-someone_topic82477.html

    Shoot me a PM if you might be willing to take on another developer :)

  • Interesting... what was BoardGame supposed to do?

    Run it and find out ;)

    Be sure the Gameplay layout is selected though.

  • I've hit a dead end with my board game and think I'm going to infinitely postpone it at this point (sorry to everyone who was looking forward to it).

    I am now seeking to work with someone on an interesting project, preferably something from scratch with someone who has decent experience with C2. It will be a learning opportunity mainly, so don't expect me to be able to meet firm deadlines.

    Here's the C2 experience I have so far:

    2D Space Shooter: Icarus Wave Attack (sorry about any audio issues on some browsers)

    Incomplete Board Game (capx file): BoardGame.capx

    To be honest, I really want to work on a space shooter again, hopefully something kind of like SPAZ:

    [TUBE]j0nFeFYd_HA[/TUBE]

    If you have decent experience and wouldn't mind taking on a partner, let me know. Please do share what projects you've created when posting :)

  • If you're talking about this:

    <img src="http://i.imgur.com/d1eNOzs.png" border="0" />

    Adding that line doesn't work. I think it's redundant anyway.

  • Title is somewhat confusing, but I'm not sure how else to describe my situation.

    I have a state machine that fires functions based on the states of objects. The dilemma is that the functions fire for the first time an object changes state, but not necessarily the second.

    <img src="http://i.imgur.com/uVetsh9.png" border="0">

    In the above image, the first object to have the activity "action" will cause the "ClosestEnemy" function to trigger. The return value is stored as ComputerTarget.

    Once that first object is done (and its activity = "finished"), the game selects the next available computer object and has it run through the states. Everything works fine until the computer object has the state "action," in which case the "ClosestEnemy" function does not get called for the second object.

    Does anyone have an idea as to why this might be?

    The .capx is quite complicated, but the issues all concern the Computer Turn group.

    BoardGame.capx

  • Still looking!

    Sure, if they buy the game, that's a different story. But that's not necessarily what we're talking about here.

    Most browser-based games are not 'bought' but instead are free. This creates a real issue in cheating because of high scores tables, in-app purchases, etc.

    I don't think that solves any issue, especially if you hack using the method I describe in my first post.

  • I agree with TELLES0808 here, it would be nice to have just as a user-friendly kind of thing.

    Perhaps salting or some form of security could be something for future consideration into C2.

  • Nevermind, apparently that isn't the issue either.

    I'm not sure what is going on. The computer object keeps alternating between calculating path true and calculating path false, causing a hang.

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  • TELLES0808, that doesn't seem to be the issue here (I set the size smaller).

    However, I think I have found one possible reason why it hangs - if in the case there are two or more objects with equal distance, the game fails to identify which is shortest.

  • I'm currently running into the issue where I have to calculate distances along a path (and not direct distance). This prevents me from using the distance() function, and instead use Pathfinding's find path.

    Is there any way we can get an expression for path distance in pathfinding?

    TELLES0808, Ashley

  • I think I almost have it. Distances are calculated now, but sometimes the game seems to hang in calculation. In other words, in the debugger I see 'calculating path' constantly change from true to false and the 'activity' variable (which tells what the object is currently doing) change from 'action' (meaning paths have been calculated) to 'path' (which is when it is calculating paths).

    However, I'm not sure why there is sometimes a failure to determine distance.

    Definitely agree with TELLES0808 on the suggestion for a 'path distance' expression of some kind that will let us derive the distance from a calculated path. I'll post in the general forum as a suggestion.

  • TELLES0808, I have implemented something similar to what you described earlier, basing my events off of the wonderful

    However, I am having problems getting my arrays to actually fill out. Here's what happens in my events:

    Each time a computer object is spawned (three spawn in my game), an instance of an array called enemyDistance is created. The UID of this array is then assigned to the arrayUID instance variable of the computer object. Since 3 computer objects are spawned, there are 3 instances of this array and each one is assigned to 1 computer object.

    The enemyDistance array is set to have a height equal to the number of player objects on the board. The idea is to use pathfinding's find path to calculate the distance from the computer object to each player entity. After all the distances (the UIDs of the objects are also stored) are calculated, the game is supposed to pick the closest one (based on path and not actual distance, which is the whole point of this setup) and set it as its target.

    However, right now the distances aren't being computed for some odd reason, so all the distances stored are equal to zero. Can someone take a look and help me out?

    <img src="http://i.imgur.com/6eV7Vaq.png" border="0">

    Relevant events:

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

    <img src="http://i.imgur.com/ue0uqdG.png" border="0">

    BoardGame.capx