SuperV's Forum Posts

  • shogo pwnz

  • I think I found the problem. This bug only happened when I used Groups. I don't know the exact steps, but it never happened when I wasn't using groups (proofs:)

    * I once added a group to a non-group cap to organize it and it gave same error.

    * The error I posted is about groups.

  • It's a nice example but it works the same with a normal 'Compare private variable' condition in place of the pick by evaluate...

    Yeah, I know that, but it still shows one of the possible uses of Pick by evaluate.

    I think it's more user-friendly than Compare.

  • Nice! I like little things like this! It gives you an arsenal of tools to use later in hard situations.

    We should have a sticky with all of these nice examples divided in categories.

    It would be awesome.

  • > What was the reply?

    >

    >

    > I wish you luck in your project, but I'm afraid I'm not looking to get into a collaboration right now. Not to mention I haven't used Construct in a couple months and I'm rather behind on new features and bugfixes and such.

    >

    Ok. Feel free to tell me when you want to partecipate, you'll always be welcome.

  • I made this little example to show you how to use Pick by evaluate.

  • If you start the same physics demo over and over, physics will react differently.

    This sucks for phyiscs puzzle games.

  • Hrm, there seems to be something funky with my PM's. I did send a reply to you back on Monday, but it hasn't gone through. It's just sitting in my Outbox and doesn't show up in Sent. I've tried two more and they seem to be doing the same thing. Strange.

    What was the reply?

  • >

    > Also, how can I render my array with sprites? Rendering the player is easy, but what about walls and stuff? Won't there be a delay rendering every cell?

    >

    Arrays (in this kind of situation) are usually just used for level loading and saving... the array is called on to load the level, then the array just sits there and does nothing until it's needed again (for instance, to load the next level, to save the level, etc.). Game-play functions usually aren't passed through an array like that in the main game loop. I'm curious as to why you would need to do that. Is this a grid-based movement type of game? If so you should separate the array level-loader/saver and the grid movement.

    I'm trying to remake a grid-based game with very complex enemy AI.

    For example, Goblins check with the Pythegorean Theorem the best square to reach the player's back (to backstab him) and assing to it a value. If they don't find a better value they move there, unless stopped by something.

    For example, Wraithwings check their distance from the player and from other Wraithwings. With several criteria they decide to flee from the player or attack him rushing.

    See? It's must better to have an array, or if you can, even with an example, explain me how I could do it.

  • That's a very handy feature.

    I agree. I can think of many uses for it.

  • In my game I have an array, 10x10x1 (x,y array). This array can have 3 values :

    0) player

    1) wall

    2) enemy

    ---

    And now I'm stuck. How can I move the player, and move every single '1' basing upon the direction of the player?

    I want the player to move on the array when I press the arrow keys.

    I want the wall to block enemy and player movements.

    I want the enemies to move every turn towards the player (even diagonally).

    How can I find a value in the array (0) and move it?

    How can I find each value in the array (2) and move them independently?

    If someone provides me an example I'll be very happy.

    ---

    Also, how can I render my array with sprites? Rendering the player is easy, but what about walls and stuff? Won't there be a delay rendering every cell?

  • Heh, thanks, guys.

    Good job on the updates, Ashley. I see you're as busy as ever

    Welcome back Deadeye! Me, and all the community, I think, missed you.

    I also sent you a PM, if you would like to check it out :p

    Look at the uploads section for the Game of Life and other impressive creations

  • The new Objects bar is awesome, but I had some ideas :

    * When dragging a sprite in the playfield from it, a new istance of it is created.

    * With right click, a menu with all the "instance numbers (or IDs)" appear so you can select them as you want.

    * With right click you have the same options as the other menus.

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  • Error with loading: expecting class (CObj), but recieved (liesGroups)

    ^ Error

    ** It also f****** up backups and another cap.

    How it happened :

    1) Had some stuff in a container

    2) Had some variables in the container's main object

    3) Changed variables a bit

    4) Accidentally deleted a containership (from properties tab, where you select what objects are part of the container)

    5) Pressed ctrl-z furiously to retrieve it

    6) Crash

    7) Cap nuke, backup nuke and another cap (made before and saved with another filename) nuke.

  • [quote:1pn9hhlw]When the characters of Team Fortress 2 aren't in battle, they go in the HAPPY CITY OF TEAM FORTRESS and join the Heavy in his beautiful train. His train is made of happiness and joy. I was a spy, disguised as scout, and managed to enter in the TEAM FORTRESS CITY, and took some photos of the secret Heavy's happy fun train of joy.

    <img src="http://img138.imageshack.us/img138/3827/gmflatgrass0099rs4.jpg">

    <img src="http://img186.imageshack.us/img186/3535/gmflatgrass0097yj7.jpg">

    <img src="http://img246.imageshack.us/img246/1289/gmflatgrass0098se1.jpg">

    I was a bit drunk the day I made these.