paulscottrobson's Forum Posts

  • I have this game I'm working on. The editor is displaying very strange behaviour. I have seen it before but it has been transient.

    When I view a layout it looks like this

    But when I click on it (nothing else, just click on the central area, anywhere), or do anything that affects the main editor panel in the middle, it does this

    I have checked the drivers (Nvidia), I have up to date Windows 8.1, I have tried rebooting and nothing makes it change. I don't seem to have any sort of trojan/virus.

    When it is run it looks and behaves exactly as it should, it is just the editor part of it that is borked. There is a similar problem on the other layout which is much simpler.

    Apart from the moving objects and the missing moon, the drawing of the snap to lines doesn't work either. Things are selected based on where they should be rather than where they are actually drawn.

    It just started for no reason I can fathom. I have seen it 3 or 4 times before, but it went away when closing and reopening C2.

    Does C2 have some sort of internal cache of the editor redraws ? Is this a bug or something to do with my machine ? Should I try a reinstall of c2 or the latest beta.

    When I click on it I presume it invalidates the central area and then repaints it ; this repaint seems to be what is going haywire.

  • Yes, sorry about this, I did know this. The problem was when I tried to produce a reduced version it didn't show the bug, I'm not quite sure why, whereas the complete version showed it consistently.

  • Keyboard has an "OnAnyKeyPressed" event. Note that this returns a thing called a key code, which isn't the same as a string ; it provides a "String from Key code" function to give you a string.

  • Can you just create a global object - a sprite which does nothing - and attach a timer to it ?

  • It depends. I've just written a version of Pacman which does this pretty much - there's 6 animations (four different colours + flashing + eyes) and the four colours contain two frames for each direction (it is animated manually).

    If your sprite basically always does the "same thing" - it's just the picture that differs, it can make things easier. You can put them in a family but families I think only work at a depth of one (e.g. you can't put a family in a family)

    One thing I would add is that I wouldn't use the current animation frame to identify what it is, but keep that in an instance variable. The reason for that is it would make it easier to change how you map the ID to animation/frame later on - you would need to change the code only where you select the animation, not where you identify it. If you went from keeping each object in an animation to each object in a frame for some reason,

  • If you want to post or PM me some more detail about your game I could give you some ideas how to go about it. People who are good at game ideas aren't always programmers, though they need to know what is actually doable in practice..

  • Select the animation on on created ? Exactly how you do this depends partly on what it is you are trying to do, and how much flexibility you want and so on. It is more an issue of how you manage the name to other data mapping, not the actual issue of displaying the sprite.

  • There are very few original games. Very few people are good game designers (despite the courses being run for such), most people just cut and paste bits of other games. Miyamotos are very rare indeed.

    About the only thing I would suggest is don't look at games. Look at things in the real world that aren't necessarily "gamey" and see if you can come up with an idea based around that.

    Your idea, on the face of it, doesn't sound complicated.

  • First thing is to reliably detect whether you are jumping up into a block or not. Various ways of doing this, but basically check the direction you are moving in (x and y vector) and the relative position of your player and the block on collision. Then spawn the object you want to create.

    Your block needs at least two animations for the before and after state (and some kind of instance counter if you want to replicate the Mario multiple coins in a block thing).. You can use a boolean instance to set the block "used up" state or you can use the current animation.

  • Had a similar issue with a version of frogger I wrote recently http://myconstruct2dev.blogspot.co.uk/2 ... ogger.html where the logs in the river were made up of different parts - left end, middle bits, right end, so I could change then length at will. Making them wrapped bullets worked fine except there were random gaps between the parts, all browsers. Manually wrapping the sprites seemed to fix the problem.

  • Objectively, unless you are very good and lucky or incredibly lucky, you will make little or nothing. The mobile gaming market is littered with great projects which have had a lot of time and money spent on them that sank without trace. The market is just too crammed full of competitiors after the same money.

    But then again, there's things like Flappy Bird. But that's pure luck. It's not that good a game, it's not remotely original, it's not that well implemented and the graphics are nicked from Super Mario. But it took off.

    Nobody really knows why it took off though.

    The other thing is to find a niche that no-one else is in, say simulate a sport that isn't that popular worldwide but has devotees, like, say, Curling. You might not get many sales, but you might be in a niche on your own.

    If you are producing the sort of game Construct 2 does very well "out of the box" you are reliant on luck no matter how good your presentation is.

  • Put a version number on the title screen

  • Figure out why. Not a flippant answer - using TOWT could be a hack, there may be an underlying problem. Without seeing events just guessing tbh

  • Problem Description

    Just written a version of Frogger as a learning exercise. http://myconstruct2dev.blogspot.co.uk/ As you are probably aware, in this game a lot of things wrap around the screen horizontally. The logs in the game are built up out of parts - a left end, middle bits and a right end which are stuck together to look like a solid game object.

    When using the wrap behaviour, the logs have slight gaps between them (see game referenced) after they have wrapped once.

    If you remove the wrap behaviour from "Wrappers" family and re-enable the manual left/right wrapping code (Events 35 + 36 in Game initialise) it works. Is this javascript FP rounding maybe ?

    It is possible it is GFX bug rather than Wrap per se but the manual wrap works without this artefact. Gfx drivers (Nvidia) are up to date.

    Attach a Capx

    http://www.studio2.org.uk/c2/BrokenFrogger.capx can't upload for some reason yet <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Description of Capx

    It's a game of Frogger. The only relevant bits are putting the wrap objects (cars, log, turtles) on the layout and giving them the wrap. I tried to produce a simpler version but couldn't do it reliably.

    Steps to Reproduce Bug

    touch the start screen let the logs wrap once and the problem should be visible.

    Observed Result

    Gaps appear between the log parts once they have wrapped. Behaviour is inconsistent, sometimes there's a stable gap, sometimes the gap moves about. Not all logs have it. May change on each wrap.

    Expected Result

    No gap should be visible.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES) Opera has same problem.

    Operating System and Service Pack

    Win 8.1 up to date

    Construct 2 Version ID

    r206

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  • Yep, a portfolio would be a very good idea.

    C2 is supposed to be non programming, but it isn't really beyond the trivial, it's just a different way of doing it. You still have to plan, document, track events and so on. If I was looking to pay someone real money I'd want to see what their planning, design, code and documentation was like. Do they bang stuff together or do they think ahead, reusability and modification sort of stuff.

    I've worked on bought code before (offshore stuff) which was absolute rubbish. Infamously, once, 600 lines of C which looked like FORTRAN (a,b,c,d variables) which was two functions with no comments at all. I rewrote it in the end.