nimos100's Forum Posts

  • Think you misunderstood what I meant.

    Im talking about the shapes that drops, how do you make them stick to each other? But from you description I assume that you don't, and you just apply the same speed to all of them?

  • Np and good luck with the project

  • Ok can see what you mean. However its hard to pin point where the problem is, how do you match them together?

    Is it a set position to imagepoint or are they pinned?

  • Can you show an example don't understand what you mean?

  • [quote:1jk3ogt9]Sounds good. Thanks Nimos. Feeling im biting off more than I can chew, but dammit I'm determined ot at least get the game concept down

    Yeah that's a good idea. Just break it up into smaller steps and you will get there.

    So maybe start by just making it possible to move the character around as you want it to. Then go on to making the character able to attack etc. As you learn each of them, even if they have nothing to do with the next thing you want to do, it will be easier and easier as you start to understand the general way that C2 works.

  • [quote:i6wqyltz]"The cards only have the power that you yourself give. More importantly is understanding that the same is true for your life" © 2014

    In other words hokus pokus

    Well I don't think you have to leave it out, im pretty sure that you can make it just as accurate as the real thing

  • Well im not sure that any advise of how to do it would make it a lot easier, if you are not sure how to make any of it work. Because you are talking about several key functionalities that each could take quite a long time to explain in details. And most people assume that when people ask for help they at least have tried to solve it so they have something that doesn't work

    So if I were you I would do some tutorials and read the manual on topics that include, "How to use keyboard", "How to work with animations", "Pin behaviour", "Collision detection", "Player control behaviours" and "maybe something about how to do AI" like the space shooter tutorial that comes with C2. it will cover most of these.

  • Well if the functions are empty you might as well, since they don't do anything anyway. Except 11 because it looks a bit weird, "On start of layout" (Line 12) are link to "Active level 10" (Line 11) What is the reason for it to be link to that only, ain't all the levels the same in regards to the high score or?

    But as already mentioned its not easy to debug that much code, but think you could try to make a level tester, in the sense that you make a button or a key, that when you press it advance the level by one, and then you check that the variables that have something to do with switching levels are correct. So run it in the debugger and each time you switch level you go through the relevant variables and check that they are correct.

  • Use "Rotate towards position" and just add the X and Y position of the object you want to rotate towards and amount of degree. I don't think you can do it any less CPU intensive than that.

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  • A simple way to do it is to store the UID of the tile that the player is standing on, and use that to make sure that its not triggering several times.

    So to do that:

    1. Make a variable for the player called "Tile_UID"

    2. Whenever the player move to a tile you do: "Player.Tile_UID = Tile.UID" this you add to the overlapping action.

    3. In the overlapping event you add the condition: Player.Tile_UID not Equal to Tile.UID Since in (2) you set the "Player.Tile_UID to the Tile.UID" the player have to leave the tile before it can trigger again.

  • Im not really 100% sure how those cards work, but from what I recall its something about drawing some cards and based on those and some hokus pokus its possible to tell the future or something about a person?

    Anyway back to reality....

    Think you might be overcomplicating things a bit, try to look at it this way.

    "You have 10 cards and you want to draw a random card and no more than once."

    1. First of all you need something that can pick a random card. So as you have already done "Pick random Card".

    2. To make sure that the card doesn't get picked more than once. You need to mark a card as being "played" or "Used". This can be done with a simple Boolean, lets call it "Used".

    This is pretty much what you need to make it work, if you add them together.

    Card.Used = False : So only cards that are not used already are picked.

    Pick random Card ; Will pick a random card of those not in use.

    So after you play a card you mark "Used = true" and reset it to false when you want to reset the game.

  • The reason is that when you press "X" player mode 1 triggers true. In this case you Set mode to "Anim2" causing Player Mode 2 to also trigger true right after. Pretty sure that's your problem.

    Its a bit weird setup you have made.

    If you make it like this instead:

    On X pressed

    -------> Player.Mode = "Anim1"

    ------------------ : set Mode to "Anim2"

    -------> Else

    ------------------: Set Mode = "Anim1"

    Then you only need 1 Group to handle the switching for you.

    If you need it to handle more you just add conditions to the Else so:

    On X pressed

    -------> Player.Mode = "Anim1"

    ------------------ set Mode to "Anim2"

    -------> Else

    ---------Player.Mode = "Anim2"

    ------------------ set Mode = "Anim3"

    -------> Else

    ---------Player.Mode = "Anim3"

    ----------------- set Mode = "Anim4"

    -------> Else

    --------- Player.Mode = "Anim4"

    ------------------ Set Mode = "Anim5"

    .. etc

  • It sounds like you (not uncommon) get a bit confused about how picking works in C2.

    But the way you can look at picking of objects is like a sorting or reduction machine.

    Imagine you have 100 workers with the following attributes.

    100 Workers in total

    20 Workers are wearing a red shirt.

    40 Workers are wearing a blue shirt.

    30 Workers are wearing a yellow shirt.

    10 workers are not wearing a shirt.

    30 Workers are between 40 and 50 years old.

    50 Workers are between 20 and 30 years old,

    20 Workers are between 60 and 80 years old (No pension for these poor bastards!)

    Lets say you want all workers wearing blue shirts and that are above 60 year old to either go home or go to lunch.

    So what happens is:

    Pick all Workers : You pick all workers that match the condition that they are workers, in this case all are so its 100. (You don't really need this, its only for the explanation.)

    Workers must have blue shirts : This will reduce the number to 40 workers.

    Workers must be older than 60 : Depending on how many of those 40 workers matching this you will get a new number that further reduce or sort the amount of workers matching the former condition. Lets assume that its 15 workers.

    Now we cant reduce the amount anymore and we have found all the workers that match all our conditions. And since we want them to either go home or to lunch, and don't care how many goes where. We can do the following.

    For each Worker : This will go through each of the 15 remaining workers and tell each of them to either go home or to lunch.

    Go home or Go to Lunch

    So that's pretty much how it works whenever you pick objects, that you keep reducing or sorting them until those that remains fit whatever you want. And then if you want them to do different things you throw a "For each" at the end and then the options they have afterwards.

  • [quote:35c89h28]Also one more thing to note. While having the references automatically change is in most cases a time saver, in some cases it can pose a problem.

    For instance, I created a global variable in one event sheet and used it in the same event sheet, thinking I would need it in other layouts. Turns out I had to reuse part of the logic using the global variable in another layout.

    At this point I had to copy the global variable to my "global variable dump" event sheet and manually change the references in the events from the old variable to the newly created one.

    Think that more comes down to poor design, which is not meant as an assault in anyway, but something that everyone experience while doing things, but are also those types of things that next time you start a project, know how to avoid. And the moment you are aware of it, then things like automatic renaming start to be helpful and needed.

    An example is something I suggested in another post was the ability to right click a function call and go to the function so you don't have to search high and low to find it. The reason I would like such functionality is because I haven't found a really solid way to organize functions correctly, so sometimes my structure simply doesn't match where I would expect a function to be, and then I have to go through lots of event sheets trying to find it. Which is partly due to poor design by me, because I sometimes just want to make things and then Im not careful about organizing things correctly, but also sometimes its just very difficult to organize functions that involve several different element, that can fit more places. But anyway that's another thing.

    But following along the forums there are so many good suggestions that could improve all these small annoying things and hope that they will make some of them soon, as im not really interested in any of the different mobile implementations anyways.

  • Think most of it comes down to just having a good idea, doesn't need to be complicated or even have fancy graphic. But it need to catch peoples interest fast by standing out. For instant if you take a top down space shooter, I think it will be very difficult to make a popular one, if you just copy what is already there, but if you changed it so maybe the player could build there own craft, collect materials on the maps or something that makes it stand out. Its might have a chance.

    But also choosing a popular genre and execute it better than what is there will help, for instant looking at a game like Kingdom rush 1 and 2 which is very popular and good games. But breaking it down, its actually a pretty simple tower defence game, that could fairly easy be made in C2, but they have executed it very well compared to a lot of the others out there, think most know that there are load of those types of games out there, which are not very fun for whatever reason.

    Also I don't think, thinking to much about how much money or success a game could have is not very helpful. But instead focus on making a game that is actually fun instead, and that you enjoy playing or think is missing out there. And as already suggested by other, make a website for it, post it on varies forums when you feel its ready for that, and then if its a good game people will start show interest in it, I think you will find it much easier to make some kind of success out of it that way. At least that's my plan....now I just need my game to actually work the way I want it to