MythStylz's Forum Posts

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  • and then "Item"&userSelection&".X"

  • Lol... uhh that image doesn't make sense to me for the question...

    I would consider doing "Item"&userSelection when referencing it though.. then you can pop it out as a string should read Item## and that can be used to refrence in an array/dic if that's what your going for.

  • Bump, please help!

  • Greetings, I'm working on producing a JSON to populate my game with text.

    So far it's going good, but one of the problems I'm having is that I can't find a way to include variables in my JSON.

    Basically I want this =

    "The Game has arrived, which is good because " & DicCharStats.Get("WRS") & " brought their controller."

    To come out : The Game has arrived, which is good because [character name] brought their controller.

    It works in general, but when I add it to a JSON (Setting a new string), it converts it to:

    "The Game has arrived, which is good because 0 brought their controller."

    Obviously it then comes out of there exactly like that.

    I was thinking of doing a workaround, where something like *Character* in the text would represent that it would need to be replaced with " & DicCharStats.Get("WRS") & " when it was printing the text, but I haven't found the functionality in system, and haven't found a plugin that does what I want.

    Anyways, thanks for any help ideas, this is the plugin I'm using for JSON right now:

  • Wait a second, instead of the Insert command, use the Set at X and Set at x,y commands their a little easier to grasp when your first doing arrays.

  • SO I haven't done it but here's the tips I got:

    1) I noticed that with the "flight points" added in as indicated with the light green boxes i can't really "tell" my sprites to actually fly from point A to B then to C, they seemed to fly around to random points .

    They seem to be flying in a circle in the gif, as mentioned earlier the IID (Instance ID) is being used, so that the first one created on the screen will be A, B, C etc... If you want more control over that arrays are really simple... Put the position of your green spots (click on them and look in the properties bar) into the array, your Array is gonna be as wide as the number of points you have minus 1, (because it starts at 0), Height is 2 for each coordinate and 1 for depth (which you won't use)

    So Points x 2 x 1 will give you a table that looks like:

    (Point 1 X, Point 1 Y)

    (Point 2 X, Point 2 Y)

    ETC...

    Now to insert the points into the array is a little code: add action : Array: Insert (Point 1 X) at 0 on X axis, Insert (Point 1 Y) at 0 on Y axis, Insert (Point 2 X) at 1 on X axis, Insert (Point 2 Y) at 1 on Y axis

    That should solve that with combined previous stuff ^^

    2) The event will grab all sprites which are in the event sheet itself regardless if they are in the game area or not, how do i have the sprites to fly around when only in the game area?

    Your gonna want to give the sprites a instance variable (preferably a Boolean: something simple like "active") When it's on the code uses it, when it's off it isn't affected by code. Then your going to have to have some event Trigger to make them active. you could also start the game having a few active and a few inactive, and when you kill one a new one becomes active. But yeah just add the condition that when boolean is on it uses that code.

    3) I tried to set "System > Create Sprite > On "Game" Layer so that after creation, the sprite will start pathfinding and moving from point to point but it doesn't work, the sprite just spawns and stays there not moving.

    So it's only running the code in order from top to bottom: I.e. it grads all the current Enemy4, then if you create a new one it won't grab that. You can add the actions to the Enemy4 after you spawn it, so after this creating sprite action you have, just repeat... ( this may mess with your previous ships, I haven't tried I don't know, if it does make a t2 and a n2 global variable and get 2 going on.)

    What you can also do is add a system>for each step to the for each enemy4 condition (this is also where you should add the boolean condition.) It may work, or it may just constantly set the t and n to the same thing... IDK, try it out. Come back if neither of these work to your suggestion: put what you've done and hopefully somebody smarter than me will awnser

  • Are you exporting directly to the arcade threw the program? I had a problem with that on PWE and ended up logging into the arcade threw the website and submitting it like that.

  • Yeah that's the one

  • I'm pretty sure you can use arrays in the free version

  • So.. I believe you can do it the way adventure capital does it... When you log out of the game saves the time, then when they log in compare the time difference. I'm using an add-on for time I can't remember the name of that allows for better comparisons. Basically your checking the last time something was updated, then adding the value to score when they really load... I'll try and remember to post the add-on name when I'm close to my CPU and not phone.

    Their may be a more efficient way, but this seems to work for me so far

  • I think you should set up the enemy names in the x axis, so you can call them by name later (i.e. enemy name on the x axis) this allows these arrays to be a little more useful, for this instance I think you could call array for each element of X and then compare the value of XY at X = AAPlayerInfoArray.CurX Y=1 is less than room number, and use Y=2 to compare the third value. (cause the names will be 0) This will allow you to do these actions plus you can easily reference your array by the math. (this is my example) AAPlayerInfoArray.At(AAPlayerInfoArray.IndexOf(Body.WrestlerAlias),2) <<< references whatever wrestler i'm dealing with in my game for example

    The number at the end can be any Y so you can reference each stat by whatever enemy your currently dealing with. This also helps you deal with referencing which column the monster is in to set its animation to. (AAPlayerInfoArray.IndexOf("MonsterName") would tell you what column that is on very easily.

    Usually keep a pad handy on which stat is which column (i.e. I have 9 stats per wrestler in my game, so it gets a little confusing,,, right that down somewhere for easy reference.)

    Basically it's much easier to select stuff on columns then it is rows.

    I.E.

    X= EnemyName Y1 = rMin Y2 = rmax Y3 = HP etc.

  • also why not kill the "overlaying" family and only spawn certain enemies at certain times (easy med and hard)

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  • I'm still knew with families so I may not be the best help.

    Ummm... are the enemies sprites all one object? or are they multiple different objects? Typically you can make one object many different "animations" and then choose(animationname1,animationname2) based on the variables you have set up.

    The array would be set up like so Z=0

    X or Width = Number of monsters - 1 (0 based I think, so 0 would be your monster)

    Height or Y = 1, The variables you want to store for each monster.

    Then at the beginning of the game you would feed in the info

    X at 0 would be monster 1

    Y at 0,0 would be initial round for monster 1

    Y at 0,1 would be frequency for monster 1

    X at 1 would be monster 2

    Y at 1,0 would be initial round for monster 2

    Y at 1,1 would be frequency for monster 2

    etc....

    IDK I'd look into arrays if I got a chance, they are real simple once you get the hang of them

  • I've never tried myself (so might be wrong) but I always assumed that you could have multiple families with the same objects in theme... Just by theory I'd say you could probably make sub-families of the monsters you want and then have that only spawn from that family.

    Another idea could be to give each monster a variable (such as room spawn) and then not let them spawn until they hit that variable.. Such as room 1 monster has 1, any time the room number is 1 or greater that monster can spawn.

    These are both array free ideas btw. using an array would make this super simple. define array of monsters in x and an in y do the initial levels (or lvl it's allowed) then if wanted in Y2 you could define the frequency (such as 1 for every level, 2 for every other) then add that to the original Y after that monster has spawned so a monster would only show up every few levels.

    Couple of other ways around this as well.