Grymligast's Forum Posts

  • Sprite looks good, its mario biker.

    I thought it Asian Mario. Genuinely looks like the dude that runs my local Chinese Takeaway. Well, as much as a small pixel character can look I suppose!

  • I do like your game, it's a good thinking puzzle.

    As others have echoed, get yourself stuck in to CS2. I've used both and found that whilst Stencyl was easier to pick up, you get more control over what you want to do in CS2.

    It shouldn't take you long to pick up though. The online manual is great, the tutorials section is brilliant and there's always people around on the forums to help you on your journey.

  • download the manual and glance through it. You won't regret it and may even find new faster and better ways to do what you want to do in your game.

    I second this. I have it printed off to look over. Even when i'm not sat at my computer, i'll flick through the pages and often after reading it will say "Oh, that's good. I never knew that.".

  • This could also be circumvented by a player changing the date/time on the phone if I understand correctly. So you could either take that chance, or have a server setup to query date & time.

  • This is not meant to solve you problem. Mainly because i dont understand the full problem based on a little snapshot of your code.

    This is purely meant as a small-little-teeny-weeny showcase to promote the use of timers. To show how easy they are to manage, they never miss, they are a personal clock for each instance. They are allready a 'once while true', so animations are so easy to start. They are basecaly just functions that you call when ever you need to. They are easaly set up to call/stop each other, therefor easy to make a full and automatic running circle.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74WmpvMEhXdTJNN2s

    Hope this helps you some.

    I get that, I just never thought of the use of timers before to be used in this way, probably as i'd not had much exposure to it. It does seem to do what I want though.

    Thanks for the example too, cool little capx

    Cheers for your advice.

  • You can do it with a 'wait' action. (I would never).

    Make a local variable 'TimeToFight'.

    Add aCharH to 'TimeToFight'.

    Wait 'TimeToFight' seconds.

    I did't test this, but it works in my head.

    Works in my head as well in practice, but not in testing! Plus if you would never use it, i'd rather not try any further if it's bad practice. I'm just about to start on the timer to see what I can get working.

    Cheers.

  • Or, it will wait 1 second, and then fire them all with a wait of 1 thiCK.

    That's actually what happened using:

    Or well, I hit AutoAtkTest, it posted "hit x for x" in the textbox, waited 2 seconds, then gutted the rest of the HP instantly.

    I'll redo this section then when i've looked in to timers. Hadn't thought i'd need it for this in particular before. Thanks for the suggestion!

    Cheers

  • Hi all,

    Having a Wait action in a Function called by another Function is not going to provide a delay is it? I've been trying to add a delay in a Function calling with it to simulate auto attack speed, but I think i've come to the realisation it's not used for what I thought it would be.

    I thought this:

    Would dump out to the textbox (aCharH.At(13) is 2, which is the character attack speed in seconds):

    You hit x for x damage.

    Wait for 2 seconds

    You hit x for x damage.

    Wait for 2 seconds

    etc until tempMob.At(0) =<0, then it stops.

    What it does do instead, is instantly gut the spawned mob for all it's health and dumps every line to the textbox instantly:

    You hit x for x damage.

    You hit x for x damage.

    You hit x for x damage.

    You hit x for x damage.

    with 0 delay until death

    I don't think i'm using the wrong loop. I've read the manual on the others but they don't seem to fit what i'm after. I tried repeat also but again, it just instakilled the poor bastard. I've searched all posts referencing auto attacking and looked through them all. 1 might have helped but it's a good few years old and the capx for reference is not available. I also went through 38 pages of tutorials, and whilst finding a few awesome bits and bobs, nothing referencing my current plight! Even went out for a walk to clear my head but just ended up getting soaked from the rain!

    Any idea on what I could use in it's place?

    Thanks.

  • Cheers boys

  • Does it grind to a halt before doing that?

    Anyway, as TwinBlazar said, can you show us a YouTube clip of it? What does debugging say?

  • I think mikehive is correct, and as mentioned "holding variable" should likely be a local variable.

    Event 23, create a blank subevent that will contain the action setting the variable's value, modifying the array and displaying the value, so this way your local variable can sit between the top event 23 and the newly created blank sub-event.

    Cheers Kyatric, makes so much more sense when it's not 1am and struggling to keep an eye open!

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  • Hi Mike,

    Thanks for that, I think might just work! I was running on empty last night and couldn't wrap my head around it!

    I'll let you know how I get on tonight.

    Cheers

  • Hi all,

    I've been trying to solve an little stumbling block i've had with my combat log and i'm hoping someone can provide some advice on how to overcome this.

    To give you an idea of what i'm trying to achieve, here's some wonderfully pre-alpha shots and the events.

    Firstly upon loading, the textbox asks you to hit Spawn to spawn a random mob. Once you click this it then tells you what mob you've spawned:

    For this particular part you then press basicAttack(testAttack). This takes the mob health i've pushed from a static mob array to a temporary mob array tempMob.At(0), and then I subtract a random number from your characters min and max attack stat array "- round(random(aCharH.At(4),aCharH.At(5)))"

    This is fine and dandy and does what it's supposed to. However I would like it display the value of - round(random(aCharH.At(4),aCharH.At(5))) and not the health remaining at tempMob.At(0). So instead of "mob is at x health":

    I'd like it to say "You attack mob for x damage" or something similar. My main objective here is to get that X damage done. I've played around with a global variable to try and get the x damage done so I can easily display it, then have it subtracted from the mobs health, but I don't seem to be able to get the math nailed down.

    Has anyone done something similar before? If so how did you overcome it? I feel like it's staring at me in the face and i'm too blind to see it!

    Thanks for looking

  • I hire and buy assets from CS2 Store/Unity Store.

    I'm not an artist/graphics/modelling person fortunately. Yes I said fortunately. I'm a designer by heart. I let the talented people (and there are some amazingly talented people out there) do the graphics work whilst I spend more time creating and polishing.

  • Like others have said, just stick with it. If I get stuck on something I'm trying to work out, I take a step away from the computer and let my brain digest. Go for a quick walk but think about the problem you're having. Putting on some music from the genre your making I find also helps. Helps you visualise and look at problems with a level head.

    Well, that nonsense works for me anyway!