FinalSin's Forum Posts

  • 6 posts
  • skeleton is indeed a sprite, and the variable name is all lowercase.

  • Thanks, Vagnok. It's 0.99.97

  • Hello! I am slowly going insane.

    Here is some code:

    ms = []
    for i,m in enumerate(skeleton): 
       ms.append({'x':0, 'y':0, 'mid':m.Value('mid')})
    theserver.SendToAll({'action':'updatemonsters', 'monsters':ms})[/code:1tzmwvuw]
    
    Here's what the debugger spits out when this code is run:
    
    <img src="http://i.imgur.com/wjC6w.png">
    
    mid is a valid private variable of the skeleton type. The server code never gets executed, but in any case it works (if you simply remove the 'mid' entry from the dictionary, this code executes fine).
    
    I'm really going mad, because the networking code was enough of a hack as-is. Then I had the horror of using SOL.<sprite> to get object handles. And now this. GAH.
    
    EDIT - Incidentally, there is no Event 0 in Layout 1, and this is happening in Layout 3 which makes me think the error message is just a default and I've managed to make something really bad happen.
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  • I was introduced to Construct about two weeks ago, and since then I've been coding stuff and experimenting with it. I like it - it gets a lot of the GUI/collision/etc. fiddling out of the way and let's me write the stuff I want to.

    I have just about got the networking going with the PodSixNet stuff and it's... okay. I'm just deciding whether or not to plough time into getting it working on Construct Classic, or whether networking is available in C2 yet.

    Is networking in C2?

    Will it be easier in CC eventually?

  • Okay, that's a good idea. The animations are pretty simple anyway so it wouldn't be a huge thing.

    Thanks for the suggestion.

  • I'm slightly new to Construct, but I'm enjoying it a lot because it's relatively simple to mash up python with it. However, it's throwing some problems that would be easy to do all in-code and making them a bit more confusing. So:

    I want my player to choose a class when he starts. This means that when the game starts they'll have a different representation in sprite form. How is best to do this? Do I use an invisible box to represent the player object, and then tell a sprite to follow the box as it moves? That way the sprite could be set using variables I guess.

    Or is there an easier way that I'm missing? The game is networked, so the class chosen will be passed to the server who will also need to use that representation on their screen.

  • 6 posts