SoldjahBoy's Forum Posts

  • You can also re-order layers in the layout menu by moving them up and down - but yes if you've used the numbers then you're kind of stuck with the ordering you have. As already mentioned and confirmed - using a string value is better because you can move things around and insert as many new layers as you like without messing anything up.

    Don't worry, we've all been here - and if you're like me, you'll do it more than once! lol

    ~Sol

  • You can use instance variables as conditions for picking... for example you can have the one you are dragging with an instance variable that is called IsBeingDragged and use it like a boolean value (on or off - 0 or 1).

    Then you can use this variable as part of your picking comparison (if sprite.variable(IsBeingDragged)=1)

    Likewise you can apply instance variables to the pawns still on the board based on whatever criteria you choose (a positioning number, or a unique count/ID, etc) as the other half of the picking condition.

    As davidochoa mentioned, you can try to use containers for easier picking - just be aware that if you are destorying any object in the container it will also destroy other members of the container. You can set these items to invisible instead of destroying them as an alternative way (this is how I have limb dismemberment working on my container based character model).

    Hope this helps

    *EDIT*

    Looking at your newly included code screen capture, you can also simply try adding a loop "for each yellow" into your event condition in row 34. I think that should work.

    ~Sol

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  • Using the PERSIST behaviour for any object will make it "remember" where it was when you left the layout and then returned later.

    As far as placing objects randomly, just set X coordinate and Y coordinate to;

    ->Create object at

    X = random(layoutwidth)

    Y= random(layoutheight)

    This is obviously a very basic example of random placement, but you should get the idea. That code would create the object anywhere on the layout based on it's size. You could use specific numbers if you wanted the objects to appear in a localised spot (maybe only on one side of the layout, or perhaps outside the layout?)

    ~Sol

  • Like everything there's a tonne of ways to skin a cat.

    You could do something with physics objects to make your chain links (and hinge them together) so they have some form of automatic behaviour...

    You can also check out the example made by Yann (3rd post in) IN THIS THREAD

    ~Sol

  • You could also simply use your "login details" as the file name for a state-save operation (which is built into C2 - can make save/load with a single event). All you have to do is specify the state save name by combining the username and password variables of the player for example.

    You could then have a "load state" based on the login details - matching the state save name, again, with the combined variables of login name and password.

    This is the super lazy "Sols way" of doing stuff...

    *EDIT*

    HERE is the tutorial for using state save.

    Please note if you have many layouts, you may also want to consider using using the PERSIST behaviour to keep everything in check between layouts (very important when relying strictly on state saves).

    ~Sol

  • I haven't posted in this thread in a while...

    (Images are massive... sorry!)

    Thing

    Minecraft Guy (featured in Sphax PureBD texturepack)

    Sketch

    Not finished - MEH!

    ~Sol

  • Yeah... this is some solid cool shiz!

    I can't wait to see where this goes

    ~Sol

  • Good luck!

    Let me know if you get stuck, I'll see if I can point you further to more help/examples

    ~Sol

  • I don't think I even have CC installed anymore - I haven't used it in *years*

    However - here is an old CC cap file (link still is active/works, amazingly - after all these years) to a "map generator" using an array. Maybe you can learn more about how arrays work from studying THIS

    *EDIT*

    You may also want to check THIS as well

    ~Sol

  • PM sent

    ~Sol

  • If you have platforms for example, especially static ones that don't move, you can store each platform coordinates either in an array, or with a placeholder object (sensor/mask/detector) that isn't "solid" and create the platform in it's place with solid attribute if it's on-screen or within X amount of pixels of screen boundary.

    Loads of persistent AND moving objects becomes quickly a challenge - but each scenario would be unique as to how you could go about making is optimised.

    I haven't actually used CC in, well, years... but it's burned into my brain like breathing and existing... so I'm sure I can at least make some suggestions which way would be a good solution to try.

    *EDIT*

    Another way you can do platforms is to have simply one larger "mask" graphics (opacity set to 0 so you can't see it - but it still exists in the game) which has "solid" behaviour - but can be stretched out to cover several of your smaller "blocks" that make up your tile sets. For example you can have a platform made from 10 blocks in length, but only 1 mask object that stretches to cover all 10 of the smaller objects - thus using only 1 solid object for collision, leaving your 10 blocks as the cosmetic only appeal.

    ~Sol

  • Do you need to have hundreds of asteroids present all at once?

    Maybe you can "destroy" them if they are too far from the viewport, and re-create them when the player gets closer.

    If they don't need to have exact persistence in location, this can be pretty easily done by randomly creating asteroids at coordinates that are beyond the viewport... but if they need to have exact persistence you will need to store coordinates in an array or similar manner - or use seeded random generation (there are some seeded random plugins still for CC somewhere) so that you can "randomly" place them back into existence.

    Knowing a little more about the importance of the application of your idea would help understand what exactly needs to be achieved

    ~Sol

  • Gigatron

    Sure, here is a picture of pretty much what I'm looking to do:

    Hoping "fog" can be extended to other "weather" style effects too, like rain/snow.

    I'm using layers to significantly help with z-ordering... as it stands, the way I'd like to implement fog, I couldn't have everything on the same layer and use simple z-ordering anyway, since the fog would have to be both in-front of things AND behind things at the same time.

    As pictured, the "structure" has to be behind the "actors", but in front of the fog - and the "actors" have to be in front of the "structure".

    The only way I can think of to do this, is to have the fog opacity set to "0" if overlapping the structure, but this would create a "soft finish" around the structure (unless my fog sprites/particles were very small and in great numbers) - which is not ideal for performance.

    I was hoping for a mask of some sort to define where the fog would be omitted on the layer set up for fog (which would preferably be in front of everything else). I'd like to make this layer a "weather" layer ideally... so I can do fog/rain/snow etc.

    Perhaps there's a better way to do this entirely? I'm not sure!

    ~Sol

  • Wow this looks really cool... I love the look of the combat - this is gonna be fun

    I especially love the way you've drawn the zombies, with their flailing noodle arms! Just looks so freakin' boss

    ~Sol

  • The Gigabyte laptop is the same price as the Dell you're looking at.... at least here. Not sure what they're worth where you're at, but I would imagine price scalability would be about the same.

    We get ripped off here... but yeah, the Gigabyte model I linked you has an i7 processor and 16Gb of RAM in the config I found here for the same shelf price as that Dell you listed.

    Intel graphics chipsets are typically pretty, bad... they're better than ever before now that they have direct CPU integration - but they're still a poor performer compared to an nvidia based chip with it's own dedicated memory. Again, the Gigabyte model listed there has a 4Gb dedicated graphics chipset, so it's not sharing the slower system RAM for GPU output.

    I guess the important thing is, do some shopping around... look at brands like Gigabyte, ASUS, MSI, etc... don't buy the first HP or Dell that a salesman points to. MSI make some of the highest grade gaming laptops out there but tend to be expensive (but not over-inflated - they're actually worth the money). Gigabyte and ASUS are just extremely good value for money with a long history of producing quality hardware.

    ~Sol