inquiesco's Forum Posts

  • IndieKiwi The hard part of that (for me to visualise with limited C2 knowledge thus far) is if they want to be heavy-handed against piracy and create unique codes, they'll need to generate an algorithm to analyse any code input and determine whether it's valid. It could then open an internet request and send a notification to a server that the code is taken. Otherwise, one code for anyone buying the pack would allow someone to post the code online and he'd miss potential sales. The only concept that immediately comes to mind is to make an array containing letters in various cases, numbers and symbols that could be in each code section. For example, the first section in the array could be "9YuNz!g", and if the first character in the user code corresponds to one of those values exactly, to proceed to checking the next.

    For sales of those packs, maybe checking out the IAP object documentation would help?

  • It could be the order of the code. Do you have the variable before or after destroying the enemy, and in what event are the sheets included? It's possible it's being overridden.

  • It's a standard plug-in within Construct 2, it's an Object you have to make in your Layout mode. Then, you can use it in your Event with a call.

  • You'll need to make a text object, position it in the centre of the screen and give it the Anchor behaviour. Keep the default value as blank, then you can set the text via events. If you want it to not be obscured by game objects, make a layer above the main game layer called UI and put it there.

  • Yes, it could be done quite simply. I've never heard of A Dark Room before but I love text adventures! Playing A Dark Room now and it's quite fun, a bit different to traditional text adventures but not too much, just simplified. I'll have to try making one, might put up a tutorial as well when done.

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  • An awesome-looking game! Congrats on pursuing your dream, I'm doing a similar thing but am 26, ha ha. Glad to see your KS campaign came through, must be a pretty amazing ride through development and now knowing you have actual gamers - actual consumers - investing in your game, . I'll do my part to spread the word, keep up the great work.

  • > Can you think of perhaps a more efficient method for generating this, if any?

    >

    You got the right idea on doing that, but in term of efficiency, it's quite abstract, can't really tell which is better which is not, it's all depends on how comfortable it is for you to use it.

    Thanks for all the help, it's been a good discussion. I might end up pinning text above the AI anyway, that's a good idea for an item upgrade. Yeah, it's the only way I could think about doing it using my past web development experience, ha ha, I don't know if there are more efficient methods in OOP languages as I've never learned an actual non-web language yet.

    A moderator can close this now as the particular issue in the OP has been resolved.

  • > For example, if I have 5 light fighters on the screen, they would all be enemy_sml_f but each could be identified as Beta 5, Gamma 16, Iota 2 and such, and be added into the text field? As you can see in my code what I have works but each instance is an identical copy without random names.

    >

    You can have a text object with pin behavior, in Line3, create text object and assign enemy_sml_f's IID or UID int text object instance variable (so that you can use it in other event, such as updating log on which enemy is destroyed), pin it to enemy_sml_f, and set text accordingly. I don't think picking is necessary in line3 as created object would be automatically picked, if I'm not mistaken.

    Sorry, I didn't quite mean that, . I have a text object as part of the GUI which tells you which enemy is attacking you, and it reports the target name and speed by grabbing enemy_sml_f.Car.speed and enemy_sml_f_name. The name currently is a static object name they all have, being 'Blade-class Light Fighter' but I'm wanting to have the game randomly pick a designation for the ship. The way I've just thought of doing it is to have two array objects, and to fill one array with the Alpha, Beta etc. designation, and the other will be the Faction. The number designation will be generated through round(random(2,51)) - so it's between 1 and 50 - and then to add those into the instance variable after each is generated by System -> Create Object.

    Can you think of perhaps a more efficient method for generating this, if any?

  • Thanks for the responses. I think it might have been some bizarre browser caching as this particular issue seems to be fixed now despite nothing having been changed. My Google Chrome sometimes doesn't fully clear despite clearing the cache and restarting the browser. The issue was that the code ran but wouldn't report the object instance names or speeds, but that seems to have miraculously cleared up on it's own... Thanks for the Families information DuckfaceNinja, that'll be great for grouping entities.

    Edit: Removed my side-question as I've figured out how to accomplish it, .

  • Hi everyone,

    I've been trying to create enemy objects using System -> Create Object, and wondered if there's any way for events to apply to every instance of that object? I've created events that check if you're in range of an enemy and if so, they turn towards you and attack, and I'm trying to figure out how to display the name of each instance and it's speed.

    All the below code works for one, manually-placed enemy. I'd like it to somehow apply to any instanced enemy created when the examples shown in the code are triggered, rather than having to copy and paste the code six times for enemy_sml_f1, enemy_sml_f2, etc.

    This is my code for this question and any assistance would be greatly appreciated:

  • Look under Construct 2 Development for a topic called '[Behavior] SplinePath'. Sorry, I can't link yet as I have less than 500 reputation.

    As for making the path-following object facing be oriented to the path, maybe make an invisible object follow the path and pin the visible object to it with Position and Angle set to match.

  • That looks great, I'll be sure to keep an eye on its development. Thanks for pointing me in that direction.

  • An awesome resource that will help many people, thanks for sharing!

  • Hey everyone!

    I've been messing around with Construct2 for a few hours now and want to create a market the player can visit. As such, I'm trying to create a window with item lists, boxes where players can enter amounts and buttons and the purchase items, which would deduct from a currency instance variable.

    Is there a way to create an actual UI window, or must it be replicated through spawning text, textbox and button objects with a background layer to mimic a window (I've not tried that, just a thought I had).

    I've been searching for a while (in tutorials, the manual and forums) and haven't managed to turn anything up from the forums. Some pointers as to if this is possible would be greatly appreciated.