oosyrag's Forum Posts

  • To take advantage of the built in sort expression, you'll need the category to be sorted by as your first x row. The simplest way to do this is to have a second array for sorted results. Whenever you need to display sorted information, copy the original array to the sorter array with the sorting category as your first row, then sort.

  • You are using wait incorrectly. Wait will not keep the event from running every tick, it just delays the action.

    Also, you will probably need to add "else" to the second event, to make a proper toggle.

  • Making a quick assumption - You're positioning your sprite at 0, 0 and you see part of it off the layout. By default, the center of the sprite is the origin point, so you are moving the center of the sprite to 0, 0.

    To move it to the top left, go into the sprite editor and change the "origin" imagepoint to 0,0.

    If that't not it, a screenshot or capx might describe your problem more clearly.

  • round(money*100000000)/100000000

  • Another option would be to request an addon. I don't see any reason an "enhanced bullet" behavior can't be created, with one of the described additional functionalities built in. Besides the fact that someone actually has to do the work of course. It would probably involve adding a raycasting function to the bullet movement behavior that could return an expression with the collision point. This may be significantly more resource intensive than the original bullet behavior though.

    On the other hand, when people try to design with bullets travelling so fast I generally feel its safe to recommend using a raycasting bullet system to begin with, and not use the included bullet behavior.

    IMO, I always felt bullet was a bit of a misleading name to begin with, as it ends up being useful for so many things that are not "bullets". Maybe "Linear Motion" or "Projectile"? Guess it's not that important.

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  • Set Value to max(0.00000001,newValue).

  • You'll need to set up a few variables.

    Moves remaining, and move cost for each tile.

    Create an "available move" (blue tile) at the origin, with the movesRemaining instance variable.

    For each tile around it, create a new available move IF the moveCost is less than or equal to movesRemaining. Then subtract the moveCost from the origin tile's movesRemaining value to set the new move tile's movesRemaining.

    Repeat again for each new set of tiles until no new tiles are created (all have 0 movesRemaining). In the event of any overlaps, keep only the instance with the highest movesRemaining.

    You can use a flag/toggle to keep track of which tile has "spawned" movement tiles already to make it more efficient.

  • An example I made in the past - https://www.dropbox.com/s/av6kbtg32idgj ... .capx?dl=0

    Let me know if you have any specific questions.

  • Option 1 - Manually set both sprites to the proper size.

    Option 2 - Create imagepoints where your collision polygon vertices are. You can refer to these imagepoints' positions, and get the difference between two of them to calculate a width and a height value.

    Option 3 - Like option 1, but in case of dynamic sizes you can set the smaller Sprite2 to a percentage of Sprite1's width and height.

  • First, it may help if you specify what platform you are designing your game for.

    Then pick a service you want to use for your online backend, like facebook, google, gamecenter, scirra arcade, ect.

    Then you can find a specific tutorial for that system.

  • Import your text file as a project file. https://www.scirra.com/manual/141/files

    You can access it via the AJAX object (https://www.scirra.com/manual/107/ajax) and use the tokenat() expression to parse out your text. newline often serves well as a token separator.

  • You might not need an array, but it could be useful if you want to run any heavy simulations.

    For the game itself, it would probably be enough to have each tile store it's own value as an instance variable, and pick tiles by overlapping at offset to run your logic.

    In summary, you can build the game with or without arrays, it is up to you. Are you comfortable using arrays? Or are you more comfortable with objects and picking logic?

  • I'm sorry to hear it is not a simple implementation. I always feel guilty about "feature suggestions" as they basically amount to asking someone to do extra work, but I really appreciate that you read and respond!

    I did notice the debugger doesn't update every tick as I assumed it did after I went and looked more closely.

    Regarding the perception of a single tick, I'd like to disagree. The eye is quite good at noticing differences and changes of state. Quick example - https://www.dropbox.com/s/49cxynn9onjhs ... .capx?dl=0

    In this case it would be a simple yes or no, if the event ran or not. It would show if an event is running when it wasn't supposed to, or vice versa. In a chain of events/conditions, you would be able to see how far down they get activated until. This would let you pinpoint where to start looking for mistakes in conditions.

    I understand I can (and do) manually add in debugging stystems, but it is clunky and a bit specific - sometimes you want to check a large if/then subevent chain or function, and it can be useful to see multiple events at once. Also as r0j0 mentioned, such techniques are generally beyond beginners.

    I brought this up because I saw something similar in the UI of another scripting program (energy management software), and thought that it was great. The use case is a bit different of course, in that software it is running as you edit the script and you only need to look at the script to begin with. But it shows quickly at a glance what is and isn't running, and I thought something like that applied to C2 could be very useful.

    Being able to see and confirm picked objects would be also have amazing utility, but I wouldn't even know where to begin regarding how to represent that in a scalable manner. And you definitely wouldn't be able to process that information in the instant that the event is called.

    Anyways if it isn't feasible, that's too bad. Thanks for the discussion though!

  • Just had a thought that it would be fantastic to be able to see which events run or not in the debugger.

    Even if it was just a list of numbers corresponding to the event numbers that get highlighted if they run each tick, that would allow quick confirmation of any conditions mistakes by seeing if an event runs or doesn't run when it is supposed to.

    I have no idea regarding the feasibility or difficulty of implementing such a feature though.