SoldjahBoy's Forum Posts

  • Did you get it working?

    Learning how to do it is the best way! A lot of people ask for capx to be made for them, so it's refreshing to see someone actually working through it.

    If you're still stuck, post your capx here and I will take a look at it

    ~Sol

  • It's an expression, so it will need to be used in something like "compare two values" or "is between values" which are system conditions.

    loopindex will reference the current loop being run, so if it's a sub event to your loop (or used as an additional condition or action expression) then it will not need any reference to which loop.

    In your condition simply go to System -> compare two values and in the top box just type in loopindex and then set "is equal" and in the bottom box put 48 or 49 depending on your loop starting position.

    ~Sol

  • I used it to have an object on a non-parallax layer to exactly follow another object which is on a heavily parallax layer. I think this would be the most common/simplest usage.

    ~Sol

  • You could have a sub event in the loop that compares the loopindex to see if it has hit 49 yet - then call your action to reset your variable.

    System -> compare two values

    [Main loop is here]

    ---[loopindex = 49] (or 48 if you've used a 0 based beginning to the loop)

    ------ set global.variable to 0

    ~Sol

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  • This is a very broad question and impossible to answer properly without more information.

    What sort of sport game is it? Do the players need to maintain some kind of field position? Is there a field at all? Is your sport game based on a realism, or is it a fantasy sport game?

    More information about your game would possibly be beneficial to getting a good answer.

    ~Sol

  • No problem!

    ~Sol

  • You can also use str() to fill a dictionary with int values...

    For my map system, I use:

    MapDictionary.Get(str(loopindex-1))

    The values for the map tiles use numbers for some values, and strings for others. Using str() will populate numbers into the value field without any problem.

    ~Sol

  • There's a few ways to do this depending on how you want the effect to look.

    Typically you can either use a tiled background object and just "stretch" it to the size you want... or you can use a sprite with animation frames showing the progress bar at various positions - then set the animation frame based on the progress percentage.

    I have little interface "bars" for my current project to show player health and hunger levels, etc... I use a tiled background and set the width to; (bar.width/100)*player.hunger

    ~Sol

  • Yes, search functions are possible... but I think perhaps only with NWjs?

    I've used C2 with NWjs before to make some Point of Sale (POS) software - which has a search feature to find products in the database, or customer information etc.

    I'm not entirely sure if any search can easily be done without using NWjs, though I'm also probably wrong about that. lol

    ~Sol

  • Rather than using "tokenat" expressions to find your values in your dictionary string, you could do a nested dictionary instead.

    Think of having one dictionary for each crafting recipe, so the keys and values are specific to a single recipe... then you have all of those dictionaries stored in a single "master" dictionary. It means instead of having to count tokens, you can simply reference things by the key names.

    This is how I made my sprite tile-map. Each tile has it's own dictionary to set specific values/variables/etc and each tile dictionary is compiled into a single dictionary for saving/loading via JSON format.

    Let me know if you think this might be of help/use - I can explain in more detail and share some of the events I used to make a nested dictionary.

    ~Sol

  • Yeeeaahhhh that's very nice!

    ~Sol

  • This project has been around for a good while now... it's awesome that you're still working on it Gifs look pretty cool as well - combat already looks fun ^.^

    ~Sol

  • It will be virtually impossible to have a solid solution, since auto clickers emulate hardware. Unless you can figure out a way to detect that the player is using one without imposing some arbitrary limits on the number of clicks, or adding annoying things to the game - then you won't really be able to stop anyone from using an auto clicker.

    I personally have a mutant/abnormal ability to click a button very fast (280 clicks in 25 seconds - or an average of 11.2 clicks per second). I've seen people as fast as 16 clicks per second... Most auto clickers have adjustment on them, so a player can find the "sweet spot" and just set it to that.

    The only thing I can think of that MIGHT work is measuring the time between each individual click - then if the time is EXACTLY the same for say 20-30 clicks in a row (2-3 seconds worth?) then you can trigger an "auto clicker is being used" event and stop your game - or whatever. That's about the only way I suspect you could do it actually. That's the thing about auto clickers, I don't think they vary the time between clicks at all; they're very uniform.

    ~Sol

  • It's not a bug, it's my error, an enemy was in another layer

    It's still a bug. It shouldn't matter if there is something on another layer... a bug report needs to be made by you or someone at least.

    ~Sol

  • River Raid must be geo-blocked for Australia because your link takes me to 8-Ball Pool game instead. I got the same page when I tried to Google it as well. Yay for geo-blocking... because the world needs more division

    ~Sol