tunepunk's Forum Posts

  • I'm always impressed by rexrainbow and his plugins! I don't even know how he come up with all this.

  • Here's a video that explains it quite well.

  • Hm,

    You could give the spawnpoints an instance variable "distanceToPlayer".

    Then on death, do for each Spawnpoints, set instance variable to distance(player.x,player.y,spawnpoint.x,spawnpoint.y)

    Then do a for each (ordered), set to ascending, with the evaluation set to the instance variable,

    then stop at a random instance before you get to the 4th instance.

    Thanks that could work too.

    My original thought worked also after I tried it out, nice to see there's different ways to solve it

  • I find 'pick nearest' very useful in many cases. But sometimes i feel it's a bit restricted. Can I in some way use this condition to pick multiple nearest? I don't know what would be the best solution to pick the 5 nearest.

    Repeat it after a variable is set, and pick nearest without that variable. Or is there any other way?

    I'm trying to use it for picking the 3 nearest spawnpoints on death, and then spawn at a random one of these.

  • tunepunk I'm working on the game in my signature below which is in early access on Steam. So I'm getting close to the finish line. And when the game is finished it will be released on the Xbox One as well as I have an agreement with Microsoft.

    So I'm eager to start a new project as this is my first game and I have learnt alot during this time. So my old events in this game aren't so fun to work with atm

    Btw, will your game only be available on mobile?

    At first the game will be only on Mobile - that's the plan. But I have Xbox and Steam and other platforms in mind as well. Once I've figured out a nice way to translate the pulling back and releasing the string mechanics of the touch controllers to something similar to be used with keyboard or gamepad I'll probably release for other platforms as well, but it has to feel right

  • MadSpy Thanks for trying. Ahhh. Yeah that's a known little bug, it will be fixed once i put some scenery and props at the edge of the map.

    Anonnymitet Nice work. Keep it up! What kind of game are you working on?

  • tunepunk , do you plan to use photon cloud for multiplayer?

    Not planning. I'm already using it. Try out the latest demo here on a mobile/tablet.

    http://www.tunepunk.com/arrowheads

    maybe u need to log in on 2 devices to try the multiplayer if there's no one else online.

  • Wish I had the time. Would love to help out on this project

    Your profile states that your location is Malta. Is that true? If I remember right you're swedish like me, right?

    Anyway, I hope this gets finished. I really like it so far

    Yeah you're right. From Sweden but currently living in Malta and working here. Ah, my background is also on 3d what software do you use?. In the case I don't find a c2 guru the 3D position will be up for grabs if they can match the style. Then I could focus on the code part. It's all about sharing the burdon. Haha. Although a sequel will probably be in full 3D.

    Thanks for you feedback, and happy you like it.. The game will be finished weather I find a partner or not, it's just gonna take a bit longer. I'm getting eager to finish it. :p

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I just recently posted a Team request here to speed up the development a bit.

    https://www.scirra.com/forum/team-request-archer-multiplayer-game_t178529

    ... so if anyone would be interested in helping me out with this project check out the post and get back to me. Solo development is hard work and I would love to find someone to help me brainstorm and finish off the game.

  • Ashley Would it be possible to request a new type of top level event related to creation of objects that allows for picking? It would just be neat and allow an easy pedagogical way instead of figuring out workarounds or filing bugs. For a layman without any deeper understanding of the current event design it just doesn't make sense, and I bet not only me wasted countless of hours trying to figure out why it doesn't pick as 'In my mind' the objects should have been picked. I think people stumbling across this odd behaviour will continue to file this as a bug in the future as well.

    First time I encountered this problem I instinctively went directly for the "on created" condition, and then functions as my first try to find a solution but this didn't help, so it had me scratching my head why, and joining the discussion here. Would there be any drawbacks to changing the "On created" condition to be a pure top level event?

  • R0J0hound Got it. It just doesn't seem like a natural way of doing things. Maybe a new condition like "After created" or revise the 'On created' would make some sense. For me at least, the natural thing would be to have On created to trigger after merge of lists as a proper top level event.

  • 99Instances2Go I just figured out this workaround for functions. Might be useful in some cases.

    Since pick instance by UID work in functions. This picks the newly created one, and by inverting also picks all other instances that does not have the UID.

    Now i just need to figure out how to use them both in the same subevent, so they can share the same actions.

  • 99Instances2Go Yes, and also if the next top event is 'on created' picking doesn't work either. It's very weird. Seems like 'On Created' doesn't count as a top event either.

    Since 'pick instance by UID' works, I wonder if it can handle a string of multiple UID's? I never tried that.

  • Well there's always the first thing I suggested.

    Set the z on creation.

    Anyway, I'll keep giving workarounds for feature requests, you don't have to use them.

    I did try that as well, doesn't always work as expected. The only action to set zOrder is by Move to object behind/infront so in some cases when the arrow doesn't hit anything and is partially behind another object or in between objects i have some sorting problems. If I move infront of the one behind sometimes it would end up infront of the one in front also, or vise versa. Anyway....

    ....But I got it working using the global varaible aporoach. Thanks, but It's not really my first instinct to do it that way. It doesn't really make any sense why 'pick all' doesn't pick all when you expect it to do so. They should change the name to "pick all except new objects" :p

  • tunepunk

    Don't use a function for new objects.

    It used to work that way, but it was changed at some point.

    It doesn't matter if I use functions or not. The design is retarded. On creation - I need to pick everything including the newly created sprite, and sort the Z order otherwize the newly created one will not end up in the correct order, or I will see a glitch (if i use wait 0), or I have to use some strange workaround with variables to pick.

    Pick All, in a sub event does not work, newly created sprite is excluded.

    Pick all, in a new top level event like "on created" still excludes the newly created one.

    Pick all, in a function called in any of those still doesn't include the newly created object.

    There's no logical way to pick after creation which is very annoying. I've spent hours trying to figure out why it doesn't work, and trying to find workarounds. Picking should always pick. I don't care if they are sol, new, instance or whatever, if they have an UID they should be pickable.

    And the reason for using functions is so I don't have to clutter up the code with copies of events doing exactly the same thing.