LukeW's Forum Posts

  • Heya,

    I felt like spending some $ so went a bought a bunch of asset bundles on the Scirra store and, rather than getting a single code for each bundle, I have about 100 separate codes. This is getting painful having to redeem each code individually, which is made worse by the delay that happens when I click redeem on each link as the site seems to hang for 10-20 seconds each time.

    Would be nice if in future these bundles get released as single codes.

    While I'm at it, if anyone has any ideas for speeding up the process, I'd love to hear it. I'm giving up for now.

  • I need 26 licenses which is about $1600au per year. I'm now at the point that I need to decide whether to continue with Construct or to completely move to GMS2 which is about $990au per year for the same amount of licenses.

    It's a shame, but at the end I can't justify that cost every 12 months for a program that gets used for a 10 week block. I'd be surprised if many schools would spend that much.

    I honestly don't know what they were thinking increasing the sub price for schools by 4 times the amount of C2.

  • If anyone's having this issue in the future, all it needed was:

    system > for each SPRITE: ARRAY set value ((SPRITE.x / 32) , (SPRITE.Y / 32)) to SPRITE.UID

    Seems to work,

  • LukeW Are you working on projects with your students that exceed the free edition's limits?

    yep.

  • Unity is an awesome tool, but it has a really steep learning curve.

    I teach game design to kids (age 12-16) and C2 is our first stop in the development process as it's elegant and has a gentle learning curve. Unity is our final destination, and a decent portion of the students don't make it there (which is fine as they can make their projects in C2 as it's all about differentiated learning).

    Would not want the two linked.

  • You could replace the actions I posted above with the 'use animation' action.

    You might need to be clarify though, it's not really clear what you're trying to do.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I think this is what you mean

  • yeah, tried it. Set it up so that every second a new sprite spawned randomly in the layout, it still didn't update the array except for the first instance.

  • Okay, I found this in the Construct 3 forum:

    [quote:habi73us]The Construct 2 education license will be available through until the end of the 2018 academic year.

    That sucks, as it basically means I will no longer be teaching with Scirra software after next year.

    $1600 for a year sub is too much. I paid that for 30 licenses of GM:S Pro but that was a one-off payment which can be used year after year. I'm not sure who Scirra are aiming this at, but I can tell you now that a lot of government schools won't be able to afford this.

  • I don't think it's UID that's causing the issue.

    I can set value to 1 in the event for example, and it's still only going to change the array for the first instance in the layout.

  • Right, so this is working well, except I have an issue.

    The array is checking for the Sprites UID and changing the array as necessary but, if there's more than one instance of the sprite it is not making multiple array changes.

    So I can have 5 of the same sprites on the screen, move them around and watch the array changing accordingly, but it's only changing for the first instance of the sprite. The rest are ignored.

    Any suggestions?

    Cheers

  • Hey, so I read somewhere that the C2 education package will be discontinued at some point to make way for C3, but I can't find a link to it.

    As someone who has now taught with C2 for a couple of years, I'm hoping Scirra keep the C2 packages active. First, there is no way I can justify spending $1600 for a year's use of C3 when I was paying a 1/4 of that for C2.

    Also, being in a government system, I've had no end of headaches when it comes to working with programs that work across the internet. C2 had the benefit that we could roll the software out across the network and then not have to worry about it trying to talk to servers somewhere across the world. Relying on something that is connection dependent would be a no-go for me as it's asking for trouble in a classroom (gave up on UE4 because the verification servers always got blocked).

    Can someone clarify if C2 education is going to be discontinued or not.

    Cheers

  • dropbox.com/s/ek8cv68m874mq5j/DoNOTargetANonFlyZone.capx

    Yep, something like this was pretty much exactly what I was thinking, thanks for taking the time to put it into practice. My issue with it is that there seems to be a lot of checking going on and creating unnecessary instances.

    You could also use an array t do this and just store the uid of the object in a grid space (beware one object will have a uid of 0).

    I totally forgot about arrays. This actually sounds like it could be really efficient and might solve all my issues. Cheers for that.

    Thanks, I'm going to go away and have a bit of a play with this.

  • Thanks for the replies

    Instead of spawning a beacon object you could add instance variables to the npc: "targetX" "targetY" .

    On mouse click, if there is no NPC in the space set targetX, targetY to mouse.X,mouse.Y. and trigger the pathfinding.

    I thought of that originally, but the issue with that, as 99instances2Go points out, is that it's not checking if there's another unit moving towards that space.

    Sounds like a valid solution to me. But. You gonna have all sort of little problems due the spawning. Mainly because you can not use a newly created object to evaluate things before the next top level event. You also need a system that pairs NPC to its target. That is easily done with instance variables, yet will force you in a lot of picking. And in the end you win nothing to little compared to the already proposed solution.

    I considered setting an alarm when clicking a unit to move it, so that it waits like .1 of a second before checking the area and moving off, as I thought timing might be an issue. I'm going purely theoretical though so I haven't tested anything but thought there might be some timing issues involved. It seems like a really clunky idea though and I'm convinced it's a silly way of doing it.

    I may have missed something though, but what's 'the already proposed solution' that you mention? Or are you referring to mekonbekon's post?

    Cheers

  • I had an issue like this for a tilemap that was otherwise aligned fine. Had a white line in the editor at one seam-point in the layout, but it wasn't repeated in other areas where that same tile combo was used.

    It wasn't there when the program launched though, so I just ignored it.