rosareven's Forum Posts

  • Hi rex,

    Is it possible to loop through all objects in an instance group?

  • Thank you guys. Never have thought I'd be interested in maths one day.

  • No, not really a genius. I'm so bad at maths anyone could probably help me out.

    There is some kind of diminishing return pattern I want to use for my game, but I can't figure out the formula for it. Without a formula I'd have to use a long array of values for my variables to match up with. I can do that instead, but I'm curious if there is a formula exist for this kind of pattern.

    It goes something like this: 100% -> 50% -> 33% -> 25%-> 18%-> 14%, and so on. The pattern pictures some kind of a declining curve graph in my mind, but I just can't remember any terminology related to that sort of mathematics to google it in the first place.

  • Hi again rex,

    I tried using "for each col in row" condition to loop the columns of a particular row I specify, but the console keeps saying it can't find the row index. Is that condition not supposed to be used like that?

    For example, I want to loop through all the columns in row "D", and I did "for each column in row D". The console would complain that it can't find that index.

    UPDATE: Apologies for confusing myself. I used "for each col in row" to specify a row, and then I tried to call "CurRow" thinking that it would refer to the row I was explicitly calling with the index. Missed the part that CurRow is for the for-loop. "for each col in row" does work.

  • Download link for Instance Group plugin gave a 404.

  • Oh where do I start, rexrainbow? I just finished installing and sampling some of your bizillion plugins and I'm in pure awe. When I bump into something that I can't find an efficient way to complete in Construct 2, your plugins come and streamline it for me.

    This plugin in particular, does something I had been trying to figure out for days - pick all the instances inside the container during runtime. The official container doesn't have that feature but this is going to save my life.

    For that purpose, both containers are equally powerful. This whole "container" feature would be complete with both official and rex's functions combined.

    I'm done rambling. Thank you again rex.

  • I'm pretty sure he means C2 Trial. In another thread he states that the only model he will consider is a "profit from day one" in which there is no IAP or demo. An upfront cost only model. I would love to hear a more robust explanation to understand his business views, but his responses are terse and explain nothing but a simple thought.

    ***

    However, roberto you have a point. Sciraa might want to consider pushing the CC group into the C2 and eventually stop supporting CC. Maybe a price discount if they have any games released on CC or CC games converted and running on the Scirra arcade. $10 for a simple game for price reduced or some such thing.

    Assuming the topic is about C2 100-event limit trial, I would love to hear a more in-depth reason why free version should not exist as well. Until then I'm going to stick to my impression that Scirra is having an excellent business model in place that not only has earned them enough revenue to update the engine (come on isn't Construct 2 being updated at the speed of light already?), they have also earned my respect for showing positive encouragement in game making, or even the concept of programming if one look at Construct 2 as more than just a game engine.

    I can kind of see why they keep CC to linger. It's like a piece of history to treasure, a relic you may say. It would be a great idea if CC game makers are given some kind of incentive for making the jump to C2.

  • 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?

  • Can you share how you got it to work? That would be much appreciated.

  • rexrainbow, I bow to your hard work on this fabulous plugin, along with all the others that you have shared on Construct 2. I was going to use the built in XML feature but the data I create is so simple that CSV is just much quicker to handle (XML would be better for tree-structure data, I only need to use simple spreadsheet-style data).

    Once again, thank you!

  • With the addition of XML feature, some of you may want to make your own XML files as the capsules for your game data, especially with RPGs and turn based games.

    Here is a nifty XML editor that will keep things simple for you if you're using XML as a data format: SymbolClick (scroll down to version 1.1, that version is free).

    Basically it allows you to edit XML files like an excel spreadsheet, so you don't have to deal with XML in raw text format.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks Ashley. Sounds like performance won't be a concern for text-based data retrieval then.

  • Hi there,

    I recently discovered the XML object when I was starting a new project for a JRPG turn based combat demo. Without knowing the limits of that feature, I already like the sound of it being there. Sorting out RPG data like spells, abilities and what not will be a breeze.

    I'm wondering though, if I have a large XML file with a list of all, say, spells in my game, is it faster to read straight from the XML file using the parse expressions, or preload all the XML data into the ingame array and retrieve data from the array, or will neither make much difference?

    Different data that has to do with different aspects of the game, such as triggered events, spells, abilities etc, should they come in one large xml file or be split into multiple files?

  • Oh sorry I forgot to mention I do have the standard license, so I can use families.

    Thanks guys!

  • Yann that's brilliant. I've been looking for a way to do it more efficiently than having separate event for each angle. Thank you so much!