Vati-nyan's Forum Posts

  • Aw man Lucid, looking at your posts lately has transformed me into a fan of that pony, in spite of never having actually watched the series

    Karshinkoff > yeah, it's always frustrating when you never hear back on an application. Only just a "no" would help sometimes...

  • Back again already!

    This time I'm trying to make an ordered list out of private variables from different objects. The goal is to make a "ranking" that the player can check, to see how well he/she is doing against some predetermined rivals.

    What I have done so far is storing those values in a hashtable, which works fine. The next part I can't really figure out:

    I want to show a list that has the name of each key along with it's value - the list should then be ordered, so the key with the highest value is on top.

    My attempt: I tried improvising a bit following the example in this thread:

    (for each key: create dummy object, set value.

    for each dummy ordered by value: set text to dummy.Value('Name')& " - " & dummy.Value('Rank')&Newline)

    There are 3 keys in the hashtable, but when I run the layout, it only ever shows the very last key and value.

    Correct my noobish ways! What is a good way of making a list from a hashtable?

  • So simple....

    I had already made the object global, so I thought I was safe there. But copying it over made it work.

    Thanks a lot *feels silly*

  • Hi again!

    Lately I have had a problem with layouts that I don't really understand, and I wanted to ask if there is something weird with the programming, or if it's a bug.

    In my current project I have made a new "MainMenu" layout, which is supposed to be the menu screen that appears when the game loads up. The layout has only two things on it so far - a start game button and a quit button. The event sheet has no more than a "on click" event for each button, one that transport you to another layout, and one that quits the application.

    When running that layout alone it works perfectly fine as it should.

    But when I try to drag this MainMenu layout to the top of the list, so that it is the first layout to run when you select "Run all", the layout stops working. I can see the buttons, but nothing happens when I click any of them. If I drag it somewhere below again, it works normally on "Run layout".

    I tried it duplicating it in this example cap:

    http://dl.dropbox.com/u/11716886/test.cap

    Run the layout with the yellow block alone, and it will take you to the other layout as it is supposed to. Put it on top of the list and "Run all" - it stops working :S

    So... did I miss something? ^^;

    (In my original .cap I also get a strange problem with objects from a completely different layout (the original "layout 1") showing up on my main menu when I put it on top. And the objects aren't even global, or have any related events in the event sheet! :S )

  • Yokai teaser

    That is so cute! Really looking forward to the demo

  • This is asked a lot lately, but yes you can still use C1. It hasn't degraded since C2 came into the picture And it's still being worked on.

    As you said C2 still needs a lot of work, so using C1 (or C0.x as it is also called now) is probably your best bet.

  • A tilemap plug-in would be wonderful, for both Constructs

  • To make the variable's value show up in a text object:

    Set text: "Bla bla" + str(global('VariableName'))

  • Statistical growth and continuous exploration. If it feels like you already saw everything before, then it quickly becomes dull.

    Exploration is an important part of games that are often forgotten about. Be it in any kind of content, not just world exploration.

  • Variables can only store numbers and text. Maybe use text in a way that helps you? (object name or such).

    I don't know what you would use it for as I haven't tried the editors you mentioned, but a random guess is that maybe containers will help?

    http://sourceforge.net/apps/mediawiki/c ... Containers

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  • To me, what makes C2 different to something like GM, is that I don't have to know how to script to make a game. (And this time it's true, not just a smart tagline). For many people moving on to pure programming feels like second nature, but it doesn't so someone like me, and in that case construct is wonderful so far. So yes, I definitely see a difference.

  • Yokai, old school platformer.

    The "engine" is finished, and we will post a gameplay video later this week.

    What do you guys think?

    Wow, that looks beautiful. If the game plays as well as it looks, this is going to be great The colours and style is just up my alley.

    Will look forward to this!

  • I was a little confused by your reply at first, but while testing it I actually found out how to make it work by using another global variable.

    So thanks!

  • So, the "or" condition is being buggy for me, so I have been looking for an alternative method of checking several different private variables. Unfortunately "or" is hard to search on, so I apologize if this has already been answered before ^^;

    What I want to do, is that when the player clicks a button, the game will run a check on 5 or so objects' private variable to see if any of them returns "0". If just one of them has 0, I want one thing to happen. If none of them do, I want something else to happen.

    I tried to improvise with something like this (only two objects in test):

    System compare: str(Elli('activity')) or str(Sheila('activity')) Different to 0

    But it's not really working...

    Any ideas?

  • i took care of everything. here is the final trailer ^^

    That looks really impressive! I like the bullet counter