skelooth's Forum Posts

  • That's what confused me. I read a post by ashley that states that things are only loaded from the active layout, but perhaps he means rendering surfaces, not objects. I love C2 but it's still new to me and I'm used to more conventional libraries like sdl/clanlib/impact/love

  • Why not create a dump layout which you dump all of your objects? Then, you don't have to destroy the objects on start of layout that you're using.

    If you're destroying global object, I think it will remove it entirely from the memory as well, maybe that's the reason it's not spawning.

    I didn't know I could do that Going to try later!

    Does the layout have to be loaded?

  • I can't open the capx right now unfortunately but will when I can. If I understand what you're saying, the sprite can be on ANY layout, and if that's the case that would be extremely useful.

    I'll check back in later, thanks!

  • The game is set up as follows

    When you click campaign it goes to a layout called gui. gui contains all spawnable sprites and UI elements. The spawnable sprites are located in the margin off of the layout, and all objects are tagged as global.

    the GUI layout then redirects to whatever layout the player should be on.

    What I did as your suggestion is call:

    on layout start -> destroy spawnablesfamily

    right in the gui layout. But after redirecting it did not spawn any objects like it should have.

  • Does not work. Just tried. The object needs to be present somewhere on the layout or system->create object does not work.

  • I will give that a try when I get home this evening. So once they are loaded in a layout, they are there forever? won't I need to reload them again when changing layouts?

  • http://surolace.com/play

    (swipe screen for virtual joystick)

    If you move the ship along the left edge and your screen res is high enough, you'll see the turrents on your ship aiming at something not accessible.

    If I delete the objects they will not be available for spawning, since C2 handles resources on a per layout basis. I've made them global so I can reuse them for (in the future) many instances.

    A simple solution might be something like, on every action "if not on resource layer" or something, but it's sloppy and won't scale with what I'm trying to do well.

    Edit: To reword more succinctly:

    I need to be able to spawn objects, but do not want to use or keep the original that they are based from.

  • Sorry, I have to bump this. I'm running into problems where sprites in the margin that I use as a base for spawning objects, are being treated as active. What is the normal way to do this? C2 makes it easy to put a bunch of "and is not in the margin" conditions, but that's going to be a lot of work already and I sense that's not the best way.

    ?

  • frn, put code to compiler before you work on your projects. Your first game attempts will always be shoddy. Things work a bit differently than conventional software but the principles of game dev will carry over to almost any engine/api.

    Also, I decided it's not worth using wine to run windows app and have finally come to the conclusion that I just need to run a copy of windows. The user experience is really that much better to run C2 natively.

    Just opinions of course

  • codah We should probably have a meeting with management to discuss getting a meeting with the client to talk about the meeting at the end of the month.

    The horrors they don't prepare you for in college.

  • There's a couple of ways. Off the top of my head, you can use the sprite->angle property to tell which direction the sprite is facing and do a an event to check if the sprite has reached its destionation yet.

  • It took a couple of minutes of looking at it but I figured it out. When you hit the backbutton your worker is already standing on the sink, so it immediately pushes the user back to the bathroom. Try adjusting the position of the worker to the center of the room when you press the back button.

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  • It really depends on how you're doing.

    I'm not sure your experience level, but you could store the state of each key in a dictionary object

    "r" -> on

    "s" -> off

    ...

    "shift" -> on

  • If it's just a straight gradient I'd recommend a tactic used in web development from before native gradients:

    Make a gradient 1px wide and however tall you need, then use the "tiled background" object. I'd say you can stretch it horizontally but after reading ashley's post I'm not sure if the engine will render as a giant mess or not.

  • Because when I first played that quarter fed arcade machine as a kid I knew I wanted to learn how it worked. So I spent the rest of my life obsessed with computers. I'm still a hobbyist, I will most likely always be. I'm a programmer though. My reason for game development are the same as listed above, but for web dev too:

    Software development (no matter what it is) can be the ultimate creative playground when it is designed to your own specs and built by you. There is no other feeling in the world that comes close. We are the few and powerful who can create "something" out of "nothing"

    C2 is the first game engine to "dumb it down" enough for me to actually be productive. Most of my past projects have been swallowed up by things like futzing with screen scaling, reading through APIs, design patterns that turn out to be anti patterns, etc. C2 is like this great big state machine with the API reference and layout editor all built in.