nimos100's Forum Posts

  • I don't think there are any patch functionality, at least not what I have seen. I believe that C2 works more with releases which requires that people download the new ones each time.

  • From manual:

    [quote:2a29kagd]

    Collisions

    When testing for collisions with a Tilemap object, empty (erased) tiles count as not colliding, and all other tiles count as colliding. A custom collision polygon can be set for individual tiles by clicking the Edit tile collision polygon button in the Tilemap bar, or just double-clicking the tile in the Tilemap bar. Note however the collision polygon cannot be entirely removed from a tile: only an erased tile counts as not colliding at all.

    If you wish to have tiles that are visible but do not register a collision, use two Tilemap objects layered on top of each other. Test for collisions with just the top object, and erase any tiles that should not register a collision. These tiles can then be placed on the tilemap object beneath, so they appear in the same place but are not tested for collisions.

  • I think people that believe they can just throw something together and add some ads to them are in for a big surprise if they think money will just roll in. You will get a much higher salary per hour by collecting empty bottles and cans from the street and turn them in for recycle than you will from ads on such type of game.

    Most ads will if you are lucky maybe give you around 0.02 cent for 1000 impressions or something like that, and to even get 1000 impressions is hard, so making a very bad game and get money out of it is near impossible if you ask me. They use other methods as well, but none of them will give you a big return unless you actually have some quality product.

  • Not sure what the problem is, how do you apply the image?

    Also I posted a way to apply changes to newly created objects here: https://www.scirra.com/forum/the-annoying-picking-problem-ashley-please-clarify-it-ty_t101030?start=10

    Which I have had great success with while testing it, and to be honest after I went through my game, I found several errors, where suddenly out of 50 objects 1 or 2 would fail for no apparent reason, so I change it to how I did it in the last post in the link. And haven't had any problems all objects get initialize without any problems. And decided to make this the standard way ill do it in the future. You can try it and see if it solves your problem as well.

  • Here is an example of how to do it. Its not a fully working example, but just shows the principles of how you do it. So you can drag boxes from the bottom container to the scale and they will switch position. But dragging from one container to another container will not make them switch position. Same goes if you drag from the scale to a container. So always drag from a container to the scale or return the box from the scale to an empty container in the bottom first.

    However you can add all these things to it if you want.

  • [quote:2qjw41m1]not sure why the music isnt working for you, but ill see what i can do for that

    You might want a second opinion on it, as my sound in the browsers have never been very stabile. For instant in IE I don't get any sound at all.

  • [quote:2d6vh452]let me know if you still have any issues.

    Actually hadn't noticed you had already linked it, but it didn't seem to work anyway when I tried, maybe you removed the linked in the first post again? Anyway the last one you added worked, so it good....except that you use some behaviour plugins which I don't, so it wont allow me to open it

    However I tried to play it with sound, and regarding problem one, you need to add some check to the player so if they are currently carrying some food item, and the sound have already been played it shouldn't play it again. You can do that if you add a Boolean to the player which by default is set to True, lets call it "Play_Food_Sound", then when the player picks up a piece of food, you add a condition to where you play the sound that this need to be true, and then you set this to False as you play the sound. In you "Space" event which drop the food, you set it to True again. That should solve it.

    Regarding the 2 problem I don't seem to get any music at all, I get that opening sound and then nothing. So not really sure about that.

    Anyway as I played it some more, I have a few suggestions for you:

    1. Add a exit to main menu. Maybe if the player press "ESC" or just a button, not being able to quit is really annoying

    2. I noticed that some of the platform does that some of the food is half outside the screen, which is not good, as I assume that the kids are suppose to guess what they are as well, but also looks weird why they should be outside like that.

    3. Depending on if you are done working on it, but you could maybe add a Evil character that walked around that they also had to avoid, maybe some unhealthy food

    But think the kids will like it, the graphic is very clear, colourful and cartoonish

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  • The others are a bit harder since you have not provided any code. But the first one might be solved with a "trigger once", and the second one you could probably restart Music in the start of layout event. But without code its just guesses

  • Sweet game, haven't tested all the bugs you posted, but the last one im 99% certain is due to an imagepoint that have been moved by mistake.

  • Games have evidently became quite an industry that most developers are feeding their families with. At the same time though, successful indie developers are mostly hobbyists to begin with. I have been closely following Construct 2 community updates, but for a long time I haven't been able to shake off my procrastination due to my other distractions in life.

    To all you non-professionals out there, how do you kick-start your project?

    Do you have an idea first, and then either experiment the idea in practice (say, fiddling with Construct 2 functions), making mindmaps, or writing a plan down in paper first?

    Or do you experiment with the engine first, and idea comes later?

    It varies a lot for me to be honest, if im on to just test something, ill just go straight into it, not caring about whether its organised or not. It pretty much have one goal which is to solve a very specific problem or test something. While other projects start organised with some kind of weak idea of how it should be, and then slowly it gets disorganised and I forget what I wanted to do, or get distracted by another idea, and the project dies (Which happens A LOT).

    So this time I try to focus more on good organisation and lot of documentation, so I don't forget what features, rules, stats and ideas it was I had when I started. So its very detailed currently 45 pages of A4. Also I have changed approach so I try to focus on making things more slowly and not just rush them, so its not enough that they just sort of work and then ill just fix it later, and when you have done that 30 times nothing works

    But I think its a good idea if you want to do something, that you locate the things that you think would give you the most problems, and just make some test programs that focuses specifically on those things, as its quite easy to notice where problem might occur and then get some ideas of how to solve them if its turns out to be the case.

  • You have 2 options, either use "Key is down" instead, or set Default controls = True for the 8 Direction behaviour.

  • Why not use a custom ID as someone already suggested?

    You have a variable "Breadcrumb_index = 0" or whatever

    Every time you create a breadcrumb you set its breadcrumb_index to this value and increase the variable by 1 which will be the index of the next breadcrumb and so on.

    Then in your overlap event you add:

    Monster is overlapping breadcrumb

    -----> Destroy breadcrumb

    Pick Breadcrumb with lowest Breadcrumb_index (Since this has to be the next in line)

    ------> Monster go to breadcrumb

    So even if they slowly go away, assume that those made first disappear first, then logically the next breadcrumb that the monster should go to will always be the one with the lowest Breadcrumb_index?

    Or wouldn't that work?

  • [quote:1hzx6t3z]I checked out the demo, it was enlightening in some ways I think some sort of modification to what is going on there could work - sort of just figuring out how to detect if a wire is connected to a powersource and if so then set it to 'have power' and if a wire is connected to that wire, do the same thing, and so on and so forth.

    Still not quite sure about the whole space/hull breech thing though. If someone could weight in on it, it would be appreciated! Thanks

    I guess you could do the same with wires, if you add another tilemap on top of the floor tilemap, and then the player put down wires themselves and just use these to check for power. In my example, I believe I just used a distance check to spread it, so those closest to the power source got energy first. You could do the same, but just increase the speed at which its done.

    The hull breach gave me some headache as well, but from what I recall, I think I had two ideas how to do it, one was to make a room tracker that would define rooms, and then just check each tile in the room to see if there was a floor or wall tile if not then there must be a breach. The other was that the player should define the rooms themselves and check it same way for breaches. However if any of them are very effective I don't know

  • Think I might have found a solution to do it without using waits. However it does requires an extra check every tick. But if it works I think its worth it

    The Idea is to use an object handler, that can handle all newly created objects.

    You can make it with a list or array whatever you prefer. However you still need to organize the way you create objects according to the normal rules.

    In my case it uses a list, the idea is that these objects that rely on other objects that might not be created yet during the cycle, are added to this list. And then you apply whatever extensions to them that you want. And its actually quite simple to make.

    In my game the handler looks like this:

    Which in this case is the Quest_master_object that give me the problem. As its the one that rely on a Quest_step, which is a sub quest that are part of the master quest. To this Quest_step there is a dungeon attached. Which again is used to generate a random Quest description.

    To use the object handler all you have to do, is tell it what action you want it to do, in form of a Boolean, and then add the UID to the list. And then hook it up to a function, or whatever you prefer.

    And you can just add as many conditions and objects to the object handler as needed. I think the benefit comes when you have to do something several times during one tick. For instant in my case I actually have to repeat it 5 times, but having to wait each time is first of all not something I like, but also seems to create problems, as sometimes the descriptions got mixed, some steps weren't made etc.

    Anyway haven't tested it fully, but the initial tests seems to work very well, and now at least this problem is solved

  • Just hoped that I had missed something, and it was because you just have to "do this and this" kind of thing But guess ill just restructure how I do it.