nimos100's Forum Posts

  • [quote:1g1acwui]Thanks for the information. It sounds like C2 would let me get something up and running faster than Unity, and is capable of everything that I want to do - it just will come down to how I choose to implement things.

    I have only tried unity a few times, so whether its faster for someone that knows how to use it, I don't know. But at least to me it a lot more confusing and so many small settings you have to change and in general I don't really like Unity user interface, think its a bit messy. But since I like making 3d, the 3d capabilities of Unity is what makes me try it once in a while...with no progress

    But you are correct that C2 is very fast to do things in. If you get a hold of just the basic idea of how it is structured, you can make things extremely fast, which at least for me is one of the reasons I enjoy using it, and also because I actually think some of the best games ever made are 2D/Isometric games, so the fancy 3D graphics are not that important. For instant Minecraft is probably the best 3d if not best game ever made I think and its graphic is not exactly top notch, but guess that's a matter of taste

  • [quote:3szfohda]3) Populating text for in-game displays (e.g. messageboxes) from a .txt/.xls/etc "master" file (rather than text being entered individually per-messagebox)

    There are several ways you can do this, some which have already been suggested. But also there are stuff like arrays, dictionaries etc. That you can use to populate message boxes and just add certain conditions to how and what to load.

    [quote:3szfohda]8) I'm putting this at 8 because it isn't about what C2 can do as much as it is about organization within C2. I saw a topic that said branching stories are a pain to create in C2 because of interface limitations....

    The tools for working on big projects are somewhat limited. Not meaning you cant do it, just that you have to be very organized yourself as things can easily get messy. And not having the best tools for navigating around loads chunk of events etc. Can make you have to spend a bit of time finding things. However improvements have been made so its getting slightly better, but at the moment I don't think its at a point where I would say that its very good for big projects, more that its possible depending on your own effort of organisation within your project.

    [quote:3szfohda]This is crucial for me, as conditional dialogue trees are the most important element of the vast majority of game concepts that I have.

    C2 is very flexible regarding how you want to do things, but there are no build-in functionality that does this for you in an easy way. But you can make one yourself by clever design of your program. At least if I understand you correctly, so you should be able to make a good system for handling such thing. I would be surprised if you couldn't, due to C2 at least.

  • You can calculate it like this.

    Since you have the Width in your array, you can use those values instead of the width of the sprites, otherwise you can store the last created sprite width in a variable, together with the total width of the boxes so far. If you need to make a dynamic solution rather than a fixed one.

  • This should probably be posted in the bug forum.

    But the error message says "Cannot find animation frame either in last_path or project location" which might be because you have moved or deleted the folder or something?

    Anyway just a guess

  • You can do it like this:

    Btw the "per second per second" is not something fancy, just think its a typo in C2

  • You almost answered your own question

    There is a behaviour called "persist" which is probably what you need, otherwise you can make objects global, and re-position them when you re-enter a layout

  • But if you put a solid on a tilemap, its only the tiles which have a "graphic" that does the collision. The rest of the tilemap will not collide with your objects as I showed in my example, so the X,Y is not necessarily or most likely never at 0,0, unless you ofc put a tile in that position. But don't think I really understand what you are trying to achieve

  • You cant, however you might be able to make a workaround with the regenerate region, if you don't already use that?

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  • I dont think you have misunderstood my example. I was just making a guess to what you were trying to do. Don't you use custom movement now or what?

  • Not sure if this is what you mean, but here is a simple example of how you could do it.

    Obviously the blue is a flying unit

  • You can see arrays as a collection of lists, depending on the amount of dimensions there are in it.

    For instant a 1 dimensional array is just like a list or if you imagine making 5 variables named:

    X0, X1, X2, X3, X4

    So instead of referring to each variables name like:

    Set X0 = A

    Set X1 = B

    etc.

    You can use an array, which have an index number instead, so imagine you have an array called X:

    X: [0],[1],[2],[3],[4]

    Then you could assign values like so:

    Set X[0] = A

    Set X[1] = B

    etc.

    The benefit is that you can store lots of data in an array, without having to create all the variables. And you can go through the array with a loop, for instant:

    For I=0 to 4

    Set X = <some value>

    A 2 dimensional array, is like an excel document.

    A-----B-----C

    0-----0-----0

    1-----1-----1

    2-----2-----2

    So to explain that you can imagine that this array we use for storing enemies, so each of the letters would be an enemy.

    and for instant row 0 could be the health of the enemy, row 1 the XP you gain from killing it and row 2 whether it can fly or not.

    So this way you can store a lot of enemies in an array, and get the data from it. For instant say you need Enemy (C) and you need its health.

    So explained simply, you could do "Get C(0)".

    3 dimensional array, I don't think is all that common. But to explain it, imagine you have a grid based map of 100x100 tiles. And in this map there are a Ground level, Water level and Air level, which would be the 3rd dimension, and the array would be called X,Y,Z and the 3rd dimension is the Z.

    So to explain it.

    The X dimension is the tile position in X direction

    The Y dimension is the tile position in y direction.

    Z is the depth of each tile, in this example it would be 2, since it starts at index 0,1,2. (Water, Ground, Air)

    So imagine you wanted to store a flying unit of some sort in the array at position X,Y (10,10), but also a ground unit as well.

    Then you could store the flying unit at:

    X,Y,Z (10,10, 2)

    And the ground unit at:

    X,Y,Z (10,10, 1)

    So basically that's how you can think of the different arrays and dimensions.

  • It should work, just tested it with no problems. Try to change browser and see if that works?

  • Yeah I tried Rez Astar plugin as well, but only fast, but first impression is, that its definitely worth consider using compared to C2s. However haven't tried it that much so don't know regarding tilemap, or whether there is a workaround maybe. However did notice that it bugs with blockers, if you use the angle to rotate them. Then it can't figure out how to go around them correctly. So you have to rotate the actual image it seems. But overall It seems very fast and good I think.

  • You can use the path finding behaviour It uses A* as well, just do a normal find path to X,Y, where the X, Y are the converted values from the tilemap. After that you shouldn't use the "move along path" action. Instead all the nodes for the object are stored, which you can use to make a movement system. Kind of the same way that you have don't it. Doing it that way it will automatically take obstacles into account and save you the time of having to make your own A*.

    When that is said, you should be aware that the path finding behaviour in C2 have some serious problems, when trying to find paths also it is not designed for this type of movement, so objects wont move directional when near obstacles, so you have to make a workaround for that as well. And also you can't make different units collide against different things, it doesn't work. And there are some more problems, that you will most likely run into at some point. So depending on your game design and your map design it might save you the time of making your own A* and just design around these bugs/problems. But you have to try it for yourself to see if it fits your game or not.

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