UtemboMcjib0's Forum Posts

  • games like this:

    https:[DELETE THIS BLOCK]//www.youtube[DELETE THIS BLOCK].com/watch?v=RjoVnfQDS1c

    https:[DELETE THIS BLOCK]//www.youtube[DELETE THIS BLOCK].com/watch?v=HHjsc-ZNnTw

    real time physics

    simple real time ragdolls WITH animations

    equipitems real time

    positional sounds

    real time destruction of terrains and objects

    i am just curious, i havent seen the limits of construct 2 and wonder what if anyone has examples along these lines. i know in a few other game engines you can do it

  • Oh duh! thats what I did with the other thing i was doing. thanks.

  • ....

    Without expanding a new damn Y every X????

    Ive got two values each update per an object

    var 1 var 2

    Using push to pass the array

    Expected:

    Array Per Width Val:

    cell 0: var1, var2

    cell 1: var1, var2

    cell 2: etcetcetcetc

    cell 3:....

    cell 4:........

    WHAT HAPPENS:

    cell 0: var1, var2

    UPDATE NEW:

    cell 0: var1, var2, var2

    cell 1: var1, var2, var2

    etc etc etc

    So it keeps adding a Y, I know how to read arrays from using this on something else (works fine) but not with PUSH, push is probably doing what it is supposed to.. however I want it to push on x and Y you CANT PASS A VALUE JUST TO X WITH A Y VALUE OVER IT. So how can I do that??

  • just add -number to your MinScroll value.

  • I don't know what Ashley and his crew did but they've made some marvelous strides in C2 that I did not think possible.

    I am able to get 81k + objects in one layout all tracking several variables at 1-3 FPS.

    Stencyl crashes. Which is strange because the older versions could easily compile target 89,000+. I've given it up.

  • Could try using strings that are entered and tested as variables for the NPC dialogue tree in your event sheet which trigger further responses.

  • Family_Projectiles.count > 3

    Destroy Family_Projectiles

  • is there another form?

    Well, None that I can see. As you now know, variables are the only way to hold any kind of state you want in your game/application. So regardless of how you do it, you're going to need to push a value to some kind of variable (whether a local, or object variable) and then retrieve it. I mean you could try to use an array and have states tied to a spot in an array and cycle through them when you press the key twice within a certain amount of time or from a certain time and spot in your array but to pass the array value your going to need, yet again, another variable. This way was most direct that I can think of. Perhaps you can make it simple.

  • via a STATE which can be represented as a variable,

    Player press jump key statevar jumped = true

    if jumped = true

    player press jump key statevar doublejumped = true

    if double jumped and animation = jumpedone

    do doublejump animation change

  • I reread the license amultitude of times. I dont find anything, not even relating to:

    1. gambling

    2. pornographic products

    3. adult level or adult only content

    4. inflammatory

    5. racist

    6. obscene

    7. <insert subjective topic here>

    and I wanted to hear from the devs themselves if they had already imposed these restrictions in some unspoken form somewhere or if they have plans to include them later in their EULA for their later products?

    The biggest reoccuring topic I seen within the EULA is a heavy amount of "NO DECOMPILING OR STEALING TECHNOLOGY" which makes a whole lot more sense than trying to be the internet police with their product, as theyre exists real world sales quality organizations in charge of examining appropriate content for each individual store front. But thats just my measely two cents on the topic.

    So to the developers my original question still stands:

    and I wanted to hear from the devs themselves if they had already imposed these restrictions in some unspoken form somewhere or if they have plans to include them later in their EULA for their later products?

    thanks alot, my friends who are into adult only content (modders) are interested in buying this but want to know if its the case, its what prevented them from getting game maker studio due to their content restrictions...

  • I actually figured out the equation its; WidthScreen * Object.Variable1 + Object.OtherFactor (whatever that may be, in this case it could be Y. or some other math)

    As for what to do in C2 I did what you said r0j0hound, so thanks for confirming that. Its nice that there is atleast a built in way to do it with this engine. Not bad considering most engines cant handle that with a simple for each ordered command.

  • Yes, and since you haven't said exactly what you want to accomplish, and exactly what you are doing currently, nobody can tell you what to do.

    Ok, just so were clear, the command of: itself evaluating itself, or types of itself, does not work? And is also not a bug?

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  • You should make a capx showing what you are doing.

    Post it in the how do I section with specifics on what you want to do.

    Its not exactly easy to compare multiple instances, but not impossible either.

    I didnt make a capx because it literally does nothing when you compare a value's instance to a value of itself.

    Meaning this does not work: ObjectSprite Value1 < ObjectSprite Value 1 <Do Something>

    it wont ever do anything, even with a for each loop, even compared to other values. It wont compare against itself with other instances. This command here will not work.

    ObjectSprite Value 1 less than ObjectSprite Value 1 does not work. Neither does the value changed. It wont evaluate itself.

  • Problem Description

    Sorting logic using values doesnt work. As you cant compare a value with itself from the same object?

    This logic does not work:

    ObjectThing <Value1> < ObjectThing.<Value1>

    <Do something>

    Making it a For Each loop does not work, its not comparing itself with itself. Not even storing the value in a second value such as:

    ObjectThing <Value1> < ObjectThing.<Value2>

    <Do something>

    Family associations this way does not work (ObjectFamilyThing.<Value>, etc)

    This isnt the only game engine ive used that had this problem, so if this is on purpose or a limitation just let me know and I'll understand, it explains alot.

    Attach a Capx

    ObjectThing <Value1> < ObjectThing.<Value1>

    <Do something>

    '<' A Difference but not an equality.

    Description of Capx

    The logic used.

    Steps to Reproduce Bug

      ObjectThing <Value1> < ObjectThing.<Value1> <Do something> An object compared to itself with a greater or less value compared to another object of its same type with or without a for each loop and if it is different do something, ANYTHING.

    Observed Result

    Nothing. As in the logic is faulty for some reason but I cant seem to think or know why. It is of the same object class I would assume and be able to compare to itself.

    Expected Result

    I expect the instance to compare its own value with a list of other instances even if they are of its same class or family, and then evaluate based on its value. As it would with any other objects. But it doesnt.

    Affected Browsers

      All

    Operating System and Service Pack

    Windows 8

    Construct 2 Version ID

    Most recent.

  • Sorry, not a bug.

    By definition of each association it can't work.

    Containers can have any two different objects paired together. Picked, created, and or destroyed, when something happens to one, it happens to the other.

    Families can only be by object type, due to the fact that not all objects can be referenced in the same way.

    That would be like having an array in a container with a sprite, and in a family, then saying when touched family, array set position to....

    This is a feature request, and it's been requested a lot.

    So, if what I am reading is correct, what you are saying is once an object is associated within a container it can no longer be associated by a family?

    That would explain why my custom depth system isnt working. Only specific sprite object manipulations work at that point?

    Dang.

    EDIT: odd, it doesnt seem to lose its family association even though its been placed inside of the container, only in that I cannot use family object references inside of each container, only direct sprite ones.