TheInstance's Forum Posts

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  • I am always sarcastic, certainly when i sense dishonestiness or laziness.

    Do you really call yourself ""software developer"?

    But you can not ...

    Locate the source of a open source program ....

    Read into to the code, wich i think is just C++ ..

    and tell me, a computerlanguage dumb person ..

    what exactly is gooing on ..

    apparently you dont even have VCExpress, wich is FREEWARE, laying arround on your computer ...

    Or you are able to do all this, but to lazy to do so.

    Shall i write another word? not knowing if i misspelled it or not ? So you can catch me on that?

    Thats so ok dude, i am used to that.

    And let me bubble up all your posts.

    You are welcome for saying ty for bubbleing them up.

    I only try to help.

  • Good midday Snoopie.

    I have read your threats. I followed them. And i am sure many did.

    I trust Ashley will take care of them.

    I feel like the bubble up your post action is a little unneeded.

    ***shrugz***

    (he told me to be nice in a unconditional while loop)

    ***shrugz***

    But .. To Stay on topic.

    [quote:cmn4o6fv]Could someone explain to me at a technical level why the system works this way (I'm a software developer so you don't have to simplify things). Is the behavior implementation running after my events and overwriting my changes? Could behaviors run before my events so I could tweak their results in my events? Or are behaviors able to make certain object properties read only? How are user events and behaviors inserted into the game's main loop.

    Now well, thats a good question.

    I would love the know the answer.

    I've been fighting with the systems priority's from day one.

    Now well but, since you are "software developer".

    Would you be so nice to look into the CVS ..

    http://construct.cvs.sourceforge.net/construct/

    and tell me what exactly is going on ?

    Thank you.

    Oh and when you are reading into the code.

    Plz also explain me how events pick objects, and how it keeps track of the "picked".

    Thank you very much in advance.

    Appreciated.

    Always nice to have a real "software developer"in the community.

  • [quote:di6mleih]Events explicitly tied to objects, carried between layouts and with process priority over the main event sheet.

    Eggggggactly !!

    ** yells eureka** ducks for the girls evil eye** cuz messing up the bathroom***

    But you still dont see the endless posibiltys : )

    And yes most of it can be done allready. WIth hard work, more sweat, and patience.

    And i never said you are wrong. Its ok to have differend looks at the things.

    Another easy example.

    Imagine oure warrior can fire 4 differend projectiles.

    1 that has a big splash damage, but little damage in the heart of the explosion.

    1 that kilss only air thingys

    1 that kills only land thingys

    1 that kills over a range located arround a long line

    Now how easy would it be ?

    To make 4 bullets with special animations in the layout editor ..

    Give each bullet (lets say in the layout editor, but it can be a new editor too) ... an individual (private) events sheet.

    The events tell the bullet what to do and when to die.

    Now all we do is spawn the object in the "general" sheet.

    Aim it ..

    And thats all ..

    The bullet just does what it has to do .. no need to be in sync with the "general" sheet ..

    We dont have to watch it in the general sheet.

    Dont have to kill it.

    nothing.

    Just spawn it and, and let it do what its told to do in its "individual" sheet .. Exactly like the behaviours do.

    And this in every layout.

    And we can keep spawning the bullets over and over.

    And none of the bullets run in sync with each other. They run individual, unattented, automatic.

    And on top, should be saveble to disk.

    And now we have Snippets !!!

    We can give them to each other.

    And they are usable in every general events sheet.

    Once i get you to see, to feel, you will know that not having this is a downer : )

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  • Dude, take all the time you need.

    And with respect to your opion.

    Its a yes/no situations now. I gave all my arguments !! .. lol ...

    Guess we stay at oure "private" opinions for now.

    But i am sure, very sure, that this topic will return at one point.

    And nowwwwwwwww i gonna eat mah pizza !

  • some things i dont understand, if i read that .cap right ....

    1/ i dont get the "solid" object. I dont see a family not an object called "solid"

    2/ you spawn sensors,

    then destroy one kind when out of layout

    the other kind when out of range

    AND both kinds when they hit "solid".

    if you managed to destroy them, you would have none left to recreate.

    3/ Those sensors you spawn and try to destroy, are part of a container. I can not imagine what this does with the container when you add objects that are contained or destroy objects that are contained. I dont think thats a logic way to work with containers. They can only be messed up, even steel eachothers objects. What when there are 6 containers ? but 7 sensors ? Where does the 7th sensor go to ?

    4/ in line 6 u order

    LeftSensor: 7 overlaps Player 0

    ZombieSet 'Movement' to 4

    3 ticks after you launch this layout, a leftsensor will hit the player. I say "a leftsensor". You detect collision between player and any sensor.

    The conditions are met to move ALL ghosts +4 ..

    But since you do the same with the other sensor ..

    Conditions are met at the same time to move ALL ghosts - 4

    Result: nothing happens

    5/ you give a member of a container the job to destroy itself. This will destroy every member of a container. INCLUDING THE GHOSTS.

    6/ both left and right sensors move the same direction ?

    7/ The hitsensors postion theirselfs to all ghosts. And endup to the last ghost in the pick loop.

    Because see.

    Wen u have 6 ghosts.

    And if you do an action, without the event pickin wich ghost to apply to ...

    The action will run on all ghosts ...

    To do this, the action runs a hidden loop ...

    Ghost by ghost ..

    So positiong an object this way to all ghosts ..

    the object will end up positioned at the last ghost in the internal loop

    lets keep it to this at the moment

  • Ah but Captain you do not realise that we have a "private events system" in place and working fine allready.

    Because after all, if u break down the concept of plugins and behaviours,

    thats what they are,

    no more then (hardcoded) "private events sheets",

    only some one made them for you,

    you can not see "the code",

    but your inner eye should see them as such.

    Now one day you will realise that, no matter how many plug ins/behaviours,

    they can not fullfill your needs.

    And one day you will realise that a lot of the events you write are addtions on the existing plugins,

    or even your own behaviours.

    Lets take the ball behaviour as example.

    Its extremely well done, and even better with Ashley's recent improvements.

    Still, it lacks a "on collission" event, that works as a trigger.

    (the ball has only a filled TAB when accesed in the actions)

    Since the events sheet and 'the private events sheet" of the ball behaviour run OUT OF SYNC ...

    Collision dedections made in the "general" events sheet will miss "collission" moments between the ball and objects. Althought the "private events sheet" of the ball movement will not miss one. In other words it will always bounce. (if bounce of solids is set).

    It also lacks support for "bouncing of defined objects"

    Currently it will bounce of solids, or not bounce at all.

    To correct this, you will write events, that run out of sync with the ball behaviour.

    You will even write your own bounces.

    And yet you dont have the flexibility included in the concept of "applying a behaviour" and

    the ease of use, and the accuratie that is there because the ballbehaviour is in fact nothing more

    then a "private events sheet"

    And no matter how nicely the plug ins/behaviours get coded, they will never fullfill all your needs.

    While you indeed could code a lot of it yourself in "private events sheets"

    One day someone will make a "maze movement" plugin. With as starting arguements:

    Maze Grid (x)

    movement grid (x)

    key up (x)

    key down (x)

    key left (x)

    key right (x)

    family thats not intrudable (x)

    but till then, you just write it yourself, but you can today not apply it as beening a behaviour.

    wich you can if you have "private event sheets"

    the function object is a great thing,

    but unusable when ...

    running a loop,

    and based on a condtion set a variable to "true" or "not true"

    in fact any loop should not be in a function call (i think now, but that can change)

    hope u see what i mean,

    and this is not about behaviours,

    i just used them as a litte stair to step up and explain whats under it.

    j0h