SecondDimension's Forum Posts

  • I know I have seen the answer to this, but I've tried searching and I've failed miserably to find it. If I have created an object in a function, and I then I want to pick that object. I am creating things procedurally within the function, so I know what family the object is in, but not necessarily the object itself (hence why I can;t just pick it directly)

    Is there a way to pick a family object by using 'Pick Nth' or perhaps by it's IID/UID? I'm sure I remember something like the IID will be -1 or something? I just can't remember, any help appreciated

  • ^^ Whoa, that screenshot is big, sorry!

  • Working on a little city builder, here's a screenshot:

    spacedoubt I thought you might try something with the Mode7 Plugin looking cool. Did I see you posted that your is called ROOM but in the Doom font? Love it

  • haddy22 Looking good!

  • I'm in too, pretty tricky theme but think we've got something

  • Hi all, just thought I'd share a game jam that I'm hosting on itch.io called Finally Finish Something - the idea is that you use the game jam to finish off a project you've been trying to get done for ages, but never seem to be able to complete. It;s urnning in January, to give it an extra 'New Year's Resolution' feel. The page is here if you want to take a look: https://itch.io/jam/finally-finish-something

    I know it's a way off yet, but it's the first time I've tried to run a jam so thought I'd see if there's any interest. Will sharing on Twitter as well #FFSjam

    I've been waiting for a game jam to help finish a few old games off for a while now, so thought I'd just run one myself. Not sure if it will take off, but even if only 10 people or so join I'd consider that a success!

  • OK thanks. I was just curious as I did some tests and this did not work

    "Condition: On FSM Transfer Logic" -> "Action: Wait 3 Seconds" -> "Action: Set Next State"

    But this did work:

    "Condition: On FSM Transfer Logic" -> "Action: Wait 3 Seconds" -> "Action: Go to State"

    I just wanted to understand why the first method didn't work. Perhaps because as you said, the state needs to change on the "Action:Request" and the next state is not immediately available in the first method.

    It's not that important though, thanks for the reply

  • Hi rexrainbow, I know this is an older plugin, but can I ask a question on this please? I'm not sure I see the difference between Go to State and Set Next State. For example, I can't see the difference between these 2 scenarios:

    [quote:lgtjh8hn]Action: FSM Request

    Condition: On FSM Transfer Logic -> Action: Set Next State to "Move"

    [quote:lgtjh8hn]Action: FSM Request

    Condition: On FSM Transfer Logic -> Action: Go to State "Move"

    Does the 'Set Next State' actually do anything differently?

  • Haha yeah the music was just an E minor chord for about 3 minutes (don't tell anyone). Not sure this is the best game I've done but still fairly pleased with it. Actually Rift Knight was one of my favourites I've done in terms of mechanics, I think about remaking it into something bigger all the time, just never seem to get round to it.

    I've just had a baby so time is not my friend, but I'm not against a collaboration. Have you got anything in mind? I've worked on a lot of moody pleasant stuff, so would quite like to do something completely batshit crazy

  • Well I guess I'm on my own this time! Anyway got something finished, you can play it HERE

  • Hi all,

    Is anyone else doing Ludum Dare this weekend? I know that zatyka usually does a great post for each one of these competitions, but wasn't sure if the numbers would be reduced as there is no ratings stage this time.

    Anyway I always enjoy playing any games from other C2 users, so post a link in here if you submit something and I'll check it out

  • Submitted the game just in time, farily happy with it although only has 3 levels due to lack of time. You can play it HERE

  • I'm in again, better late than never!

  • Thanks guys, seems like not it's not going to be a deal-breaker then. I'll keep ploughing on!

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  • Hi all,

    Bit of a strange one, but I'm wondering if anyone has experience of using a lot of arrays in a C2 project? By a lot I'm talking around 1,000 - 1,500.

    I'm working on an RPG style game and this number of arrays is due to the number of items in the game that will need an inventory and/or outcome text (to clarify this is for desktop, not mobile).

    I have everything working with a few objects and 100 arrays, so just wondering if I'm going to push things too far having thousands? I'm thinking that as it's only text data then it shouldn't really be an issue on performance, but my main concern is around saving, as all of this array data will need to be saved to a local storage fairly often (via json strings in a dictionary that is then saved to local storage).

    Any wisdom or experience would be appreciated, thanks