Tobye's Forum Posts

  • SHG No sorry, I never ended up getting it to work 100%.

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  • Ah I see. Yeah it really does need some easier way to sync work. Doing it manually is very time consuming, SVNs even more so when they fail.

  • End what exactly is your process for working off dropbox? We were using the SVN recommended in the Scirra tutorial but found it would lag, making it utterly unusable. So I would like to get familiar with another form of collaboration.

  • I used tokens, and it's fairly easy from there. You need a way to sort them on incoming though, so 3-4 values like that is easy: set 'level' to tokenat(ajax.lastdata,0,"|") for example.

    If you have bigger strings coming in, you will need to perhaps use some loops (token count times + loop index), or token-in-token (such as: level'1|experience'43 etc., with | as one token and ' as the other).

    Or, if you have all of that in an array, send the array data asJSON through ajax, then load it into an array with ajax last data. This way is harder to set up for a game in general, but easier to manage in large-scale games.

    Hope that helps!

  • Ashley - I think that, particularly for but not limited to multiplayer, some variable loops would be very handy. I find things can get quite messy when dealing with large numbers of variables, and some options like 'for each text variable' would be great.

    Not only would it save a whole lot of time manually adding each one to an event, but also save potential deep-seated glitches from happening where you miss one variable in amongst a lot of too and fro. Folders/sorting would also be appreciated, but that's something else.

  • Ashley - I remember reading long ago that the number of layers was unlikely to affect performance. So is that not actually true? I've had a bit of mystery lag lately but always have a rather high number of layers, so hopefully this could be an issue I could solve.

  • One method I saw here and used was to have 2 local variables, and use them as temporary storage of values as you loop through the array's cells. For each array element: set variable A to current cell value, then set variable B to a random number (0,arraywidth). Then set current element to value at index of variable B, and set the value at index of variable B to variable A.

    It may sound a little complicated at first, but it's really quite simple.

  • Joskin ah rightio, thanks for that

  • Hello,

    I have been playing around with MP a bit but have hit some snags. Mainly, how do I get room numbers/names? There are a lot of expressions for the MP object I just don't get - like 'currentGame', 'listInstanceName' and so on. I tried setting text to them, and using 'on game instance list' events, but nothing seems to show up.

    What I really want to achieve is matchmaking style systems, and the ability to have friendly matches, where you open a room and your host name appears in a list for players to choose from.

    If this is covered anywhere, can someone please point me in the right direction? I checked the tutorials and didn't see anything on this.

  • I gotta agree with almost everything here. Except the arrays and dictionaries, I have extensive systems that use arrays that would be far more complicated otherwise. Sorting/folders for instance variables and variable families are high on my want list.

    One thing I would love to see though is an editor editor in a way - so I could make check boxes and other shortcuts within the C2 editor to make it more efficient and easier for others who haven't built the game engine to use. Of course this would be an incredibly large task and I don't expect it, but it would be nice.

  • lucid - Yep, exact process is: resize in spriter, then save as a new name as scml, then another as scon. Then drag smcl in to the project, followed by scon.

    So I'm actually importing entirely new animations, not updating existing ones.

  • lucid - I have an issue where when I save the animation as a different size (from the option within spriter), then import it into C2, it seems that the images get saved at their new smaller size but the locations stay the same. So you end up with a bunch of bits floating around disconnected from each other.

    If their some option I've missed here? The resized animation works well in spriter, just in C2 it doesn't work right. I did notice too though that if you resize again, it will use the object locations it should have for the previous size change (or at least that's what seems to be happening).

  • - I still think you could do alright as a C2 publisher of sorts ;)

  • Ashley - I'm using windows 8 and my driver is: Intel(R) G41 Express Chipset (Microsoft Corporation - WDDM 1.1), which had the following note under it: An Intel device was detected but your operating system is not supported by this utility. Please visit Download Center to look for available software.

    So I searched for a new one and found this: downloadcenter.intel.com/Detail_Desc.aspx

    Downloaded it, but my computer does not match the minimum requirements. So, I'm somewhat out of my depth. I've been trying for a while to get something working but no luck no matter which way I turn.

  • Ashley - I looks like it might be my drivers. I got someone else to try out a few examples of glitchy editor stuff, and in all cases it worked fine for them. Problem is, it seems I can't update my drivers.

    When I install a new C2 version it comes up with the 'check for driver updates', which I do, and it says they should be okay. Then even when I search and try to install them, it locks up when trying to detect my drivers, and when I search for the driver specifically it says it doesn't exist past windows 7. So...what to do? I am currently still on a place holder PC that is really junky, but not sure when I can get my old one back. So does this mean I'm stuck with these problems for the time being? I've found it's actually having a lot of different issues too (squashed images, blurry images and tilemaps going completely barmy)