nimos100's Forum Posts

  • Check the comments. 2 years of hard work, and the guy "unsubscribes because i didn't make the game from scratch", just because i said i used C2.

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    Do you have this issue too with some people?

    Whether you use C2 or Unity (Which a lot of big game developers do) shouldn't matter, if the game and the performance is good. People making games in Unity for instant, doesn't make everything from scratch either. So think that guy will have a hard time arguing his point or at least he would have to limit himself to only support a smaller range of games I think.

  • nimos100,

    I am wondering what's wrong with the sequence of the following code:

    When a turretBody appeares , I want to trigger the following events:

    1) If turretBody is destroyed with the bullet2Player, tilemapBoxEnemy is replaced with Tilemap1

    2) If turretBody is not destroyed, bullet overlaps TilemapBoxEnemy and bullet is destroyed

    I think the problem is in your structure of the code, meaning you are trying to do to many things in one event that would be better splitting up into several events. So there are some things that to me looks, not to good.

    Using "Create" together with other "Actions" in C2 can be a bit tricky, because you have to be careful about top levels and sub levels and know how it works to avoid problems with the "Create" action. But think everyone runs into this problem at some point.

    Your newly created object is not available before you get to a new top level. but will be available in sub levels from where it is created.

    So this will cause some problems as I see it, because you create the turretbody in a sub level, but you haven't reached a top level when using the "On collision with Bullet2Player" so the turretBody doesn't exist at this point. Another thing is the "On collision" which is a "trigger" or what to call it, indicated by the little green arrow, and it triggers whenever an collision happen that meets its condition in this case a collision with bullet2Player, so it works the same way as a mouse click on an object does. In my experience any such trigger should be placed on top level and not within a sub event. So in your case I would move the "On collision" to its own event and restructure your code so it works with it being there, and then it will most likely sort it self out.

  • No, doesn't have to be in the same folder you can just type in the url and it will play.

    or do I misunderstand what you mean?

  • You can load videos into the video object source that are not included in C2 you don't need any plugin for that, you just have to set the source of video object to the file you want to play

  • Yeah you can do it in C2. Regarding the Database im not 100% sure, as I haven't tried it but think its possible. Regardless there are lots of other ways to store stuff like questions and answers, such as arrays, files etc.

    Try to search the tutorials to see if there is an example. However it shouldn't be all that difficult to make a quiz program I think.

    You can also create a system for register users, but you have to make that from scratch.

    But its difficult to answer you directly whether what you want to do is possible. But my initial guess is that it will be fine making something like that in C2.

  • The first option is obviously the easiest, and the one I'd rather go with, but we all know the problem with that one, the sliderbar looks like absolute ***.... So I figured I'd just cover it up with some sprites.

    You can't hide form controls as they are rendered on top of everything.

    Anyway here is an example of how to do it without using "every tick" and by using the dragdrop behaviour.

    CapX: https://dl.dropboxusercontent.com/u/109921357/Slider%20example/Slider_example.capx

  • Path finding

    Change nodes - Possible to change individual node locations when a path have been found, so its possible to manipulate the path before an object moves along it.

  • > I don't think there are any way to manipulate nodes after a path have been found, however not 100% sure. If that is the case there are no "easy" solution to what you want to do. At least not easy enough for me to make an example

    >

    Including my previous post:

    Pick waypoint.number = X , set position X,Y

    allthough, its not editing the nodes of the actual found path.

    Yeah that's good alternative, but it wouldn't be a bad idea if you could actually manipulate the nodes before using move along path. Ill add that to my list in general settings for "Object changes"

  • I don't think there are any way to manipulate nodes after a path have been found, however not 100% sure. If that is the case there are no "easy" solution to what you want to do. At least not easy enough for me to make an example

    However here are some ideas that you can work with trying to find a solution.

    Using several path findings:

    Since you can get the nodes from path finding, what you can do is to first find a path to your final destination. Once that is done, you have all the nodes that C2 uses. You then go through each of these, beginning with the one closes to your object, to avoid having to path find to much. So using your conditions to decide whether a node is correct or need to be changed. Using the following rules:

    1. (Node is correct) Store node in a Path finding list/array, Check next node.

    2. (Node need to be changed) Make a dummy object to path find from the last added node in the path finding list to the new node location and then repeat the process creating the final path finding list.

    You just have to be sure that the list you create is of course linked to the correct object.

    Predefine path

    Using a somewhat similar method as above. Using a path finding list.

    But if you know the conditions that you want use you can add the node locations to the list and then path find through it as above.

    Cost

    This depend on what you are trying to do. But the path finding allows you to use cost which you can use to control what path it prefers. So maybe you can use some blocking sprites with high cost and place them where you don't want the object to move. But it of course highly depending on what you are trying to do.

    Anyway just some ideas of how you can do it.

  • If I were you I would remove the repeat and instead make a new event for the growth and another one for the spawning of the pipe or simply add it in the growth event.

    You can do this by adding a variable to the Pipe_tubing called "Length" or something.

    Then you make an event like so:

    Every 0.1 second

    Pipe_tubing.Length < 100

    For each Pipe_tubing

    ----Add 2 to Pipe_tubing.Length

    ----Set Pipe_tubing.Height = Pipe_tubing.Height + 2

    ----If (Pipe_tubing.length = 100)

    -------- Spawn Pipe_pump

  • Here is another example:

  • Was wondering if any of you creating addons, might be able to make this.

    Problem

    When loading an image from a source into a sprite the image get stuck in memory and when a new image is loaded for the sprite it doesn't replace the image already loaded until you restart you program. This means that if you need to load several different images into a sprite, you need to have empty frames added to it before hand, and make some very non dynamic workarounds that never really become any good. This problem, of course makes this whole process a memory sinkhole that are very poorly optimized. And since C2 already uses quite a lot of memory, spending extra for no reason would be nice to avoid.

    The reason I ask for it here, is that im unfortunately not able to do it my self and Scirra don't see this as being an issue, because they are more interested in download size from what I understand, so an fix for this is very unlikely. So hope someone here know if its even possible or can make something to solve it?

    Idea of how it could work

    I imagine it just being an action like this:

    But whatever way it could work would be fine.

    Hope someone is up for it, as it would be a great help to me and from reading the forums a lot of others as well I think.

  • Yeah pretty sure its the same, thanks Zenox

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  • Problem Description

    Tried to create a new project and for some reason C2 gets stuck at the new splash screen when starting a preview.

    Changing it to another loader style and it works.

    Have tried restarting C2 but didn't make any difference.

    Attach a Capx

    A completely blank project.

    Description of Capx

    Nothing

    Steps to Reproduce Bug

    • Press F4 to preview

    Observed Result

    Gets stuck at new loading screen

    Affected Browsers

    • Chrome: (YES) and NW.js as well
    • FireFox: (Don't know)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    r209

  • hi,

    I would like to make TBS using the CONSTRUCTA or do you have any advice on how to begin? (I know html, php, js, and several frameworks), but games have never done

    You don't really need anything other than C2 to make it. Since I guess you are fairly new to it, I would recommend just starting to learn it making tutorials or minor projects, rather than aiming for a TBS game straight away, since it can be a bit confusing when the code is executed every tick but you need it to be turn based. Not that its hard to do, but if you are very new to C2 I think it will confuse you more than it helps you turning the every tick execution into a turn base game.

    Also giving advice how to start a turn based game is some what a wide request, because movement, map generation, creating the turn base etc. All play a part in what you might need. For instant you plan on using grid for you map like in Civilization or zones like in Risk etc.

    So if I were you I would do as follow:

    1. Make small projects in C2 to learn and test things.

    2. Make a design for your game, how is movement going to be handled, fighting etc.

    3. Make more small projects trying to aim for things you need and see if you can get something simple working.

    4. Start making your game

    5. Fail it (Not meant to be rude, but it will most likely happen for everyone )

    6. Try again and repeat 4-6 until you get rid of 5