zatyka's Forum Posts

  • A much simpler solution would be to loop through each objects image points, testing its distance from the player, and then setting/pinning the player to the one with the shortest distance.

    Capx

  • Great. Hopefully some Spanish speaking users will benefit from the translation.

    I just PMed you a link to the Capx. I added a couple extra events so I could comment on specific actions.

    Best of luck.

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  • Sorry, I was traveling yesterday.

    zatyka

    You want to do something for the community Scirra orrect

    translate a tutorial to my native language. his is one option, yes. But if you have other skills, you can do something else like create royalty free sprites, or write some royalty free music.

    Interested in any special or tutorial I want?f you choose this option, any of the top rated tutorials would be fine, as long as it's not already translated in your native language.

    As soon as you've finished your contribution, post a link to it. Also, let me know if you'd like me to send it privately, or post it publicly.

  • As you know if you really have bought some Scirra? Want proof?

    I'm sorry, I don't understand what this means, but I don't think you're understanding my terms, and I don't know how to remedy that.

  • You could do that. You could also generate the random names directly in an array.

    Let's assume you have 2 arrays:

    Characters - An array with all the possible characters of a name along its X axis.

    Names - A array you want to populate with random names along its X axis.

    For Each X Element in Names:

       Set value at Names.curx to ""

       For Loop: from 1 to However many characters you want the name

           Set value at Names.curx to Names.CurValue & Characters.at(floor(random(Characters.Width)))

  • Let's assume you have an array filled with the all the possible characters on it's X axis. In pseudo-code:

    Var Name = ""

    For Loop: from 1 to However many characters you want the name

        Add Array.at(floor(random(Array.Width))) to Name

    If it were me, I wouldn't use individual letters, I would set up a system that alternates between consonant groups (e.g. str,th,v,gh,s,wr,r,ph) and vowel groups (e.g. a,ou,ea,ay,oo,ai). It's more work, but yields more natural results.

  • newt

    While I understand the motivation behind your comment (I've seen cesarevil's previous topics), I don't believe it serves any purpose other than possibly starting another argument. From what I've seen, my capx is the only one that functions as desired, and I'm not giving it away. The price is a non-monetary contribution to the community that he's shown rudeness to in the past.

  • Having the web reattach to whatever object it comes in contact with was a conscious choice because it's exactly like how the movement works in the video you posted:

    <center><img src="http://i.imgur.com/FgW9y41.gif" border="0" /></center>

    It's done like that for good reason; the alternatives are not desirable: :

    <center>

    Having the web go through solids:

    <img src="http://i.imgur.com/Kh4QGlY.gif" border="0" />

    Having the spider go through walls:

    <img src="http://i.imgur.com/X51CV2i.gif" border="0" />

    Unless you don't want gravity involved at all:

    <img src="http://i.imgur.com/K0AuKoR.gif" border="0" />

    </center>

    The capx is only 10 events, and is easy to modify.

    which product to buy? and as you know I have purchased?

    Again, I'm not interested in you buying anything. The payment is doing or creating something that will benefit the C2 community (see my first post for examples).

  • Hi Bob.

    When you say "Login - Account/password", I assume you're looking to associate game data with a login so that a player can save their game data, and resume their game at a later time. If so, are you expecting to save the data locally to the device the game is played on, or are you expecting to save the data to an online database so the player can resume their game on any internet connected device? Both are possible, but saving data to an online database is trickier.

    Also, I'd be interested in seeing the document with detailed information. Some of my relevant projects:

    Paint Share - A simple paint program with a login system. All images in the program are images created by other users. If you log in, you can share an image of your own.

    Triad - An online multiplayer card game.

  • Accuse me of cloning the entire game, all the while bothering me if I have no idea consctruct 2 ... etc.

    I don't know what you mean by this. I didn't accuse anyone of anything.

    I pay but has to be perfect as I want

    As I said, I'm not interested in money for this.

    Looking a little more your example is faulty. There is physical, has gravity, you click on the orange item and if before reaching the end orange touches another item disappears ..

    I'm not sure what this means, but I did fix a few things I got wrong regarding the spider's movement in my previous demo. I could continue to tweak this, but since you don't seem interested in agreeing to my terms, we seem to be an impasse.

    Demo v2 Touch or mouse click to move around.

    Best of luck finding what you're looking for.

  • I put together something pretty close to what's in the video. I purposefully didn't use physics in case this was being targeted for a mobile platform. The entire capx is 14 events long.

    Demo

    If you'd like to buy the capx, I'm not really interested in money. Considering your past experiences with some of the users here, I thought a nice payment would be an original contribution to the community. I don't have anything particular in mind since I don't know your skill set, but some examples are:

    • A quality set of original royalty-free sprites posted to the Tools/Resources forum
    • Original royalty-free music posted to the Tools/Resources forum
    • You could write up a nice tutorial, or if you're not fluent in english, perhaps translate one of the more popular existing tutorials.
    • Something else that would benefit the C2 community

    If you're not interested in making a contribution, hopefully someone else can sell you what you're looking for.

  • The appropriate balls are taken into account. When an action is performed for an object, the action will run against all picked instances of that object. The conditions we use pick the 7 instances, and the destroy action is run against all of them. There is no need to use a loop to do that. It would be worthwhile to learn how the event system works to get a better understanding of why that happens:

    How Events Work

  • The "For Each" is problematic. It picks only one ball for each loop, so the PickedCount will never be greater than 1. I recommend removing it. I'm not saying that will fix everything, but it's definitely causing a problem.

    If it still doesn't work, post your capx for assistance. It's hard to determine all the issues with only screenshots.

  • You are correct if the distance between instances will vary, but since he said the instances are in a grid, I'm assuming they are equidistant apart. If there are minor fluctuations in distance, he can always add a bit onto the range variable. Also, relying on the 6 nearest instance without checking their range isn't reliable (e.g. What if the player clicks on a ball along the edges... or if some of the balls are removed).

  • You might run into trouble if you trigger the event by clicking on a ball object since that automatically picks the ball instance you clicked on, making it trickier to test the proximity of other instances. I would get around this by using a function. Something like:

    Mouse: On Ball Clicked

            Function: Call Function "Ball Clicked" (Ball.X, Ball.Y, Ball.AnimationFrame)

    Function: On "Ball Clicked"

    Set variable Range = Whatever the distances is between each ball

    System: Pick Ball by evaluating (distance(function.Param(0),function.Param(1),Ball.X,Ball.Y) <= Range)

    Ball: Ball frame = function.Param(2)

    System: Ball.PickedCount = 7

            Ball: Destroy Ball

    If you have a hard time implementing this, please post your capx.