zatyka's Forum Posts

  • I'll look up a tutorial on how to use loops now.

    Just to be clear, the specific loop I referred to in my previous post is a "For Each Element" loop condition within an Array, though knowing how to use all types of loops can be incredibly useful.

  • If I'm understanding you correctly, you can save the images as project files, and load them via the "Load from URL" action.

    Using project files in Construct 2

  • I need the most compact way to move an array row to the left ... like this ...

    [ ][ ][N][N]

    [ ][N][N][ ]

    You could push a new element X element on the front of the array. If that's not appropriate, you could move all the XY values to a temporary array, and then cycle through the temporary array to reassign each X,Y to the original arrays X+1,Y.

    It also needs to switch from one side to another like this ...

    [N][N][ ][ ]

    [N][ ][ ][N]

    I'm not sure what is being switched in this example.

  • You need to pick the specific instance to affect. You can do this a number of ways using events. One common way is to assign a different instance variable to each instance, and then pick the instance based on the variable.

    This article should be helpful:

    How Events Work

  • It would be far simpler to use an array instead of a variable for every block.

    In your case, I'd imagine you'd create an array the same size as the workshop grid, with each cell in the array representing an individual block. So if block option 1 is placed at the 3x2 (zero-based) location in the editing grid, then set a value of 1 at the array(3,2) location. Then, when you load the combat stage, just have a loop run through each XY cell in the array, and create the block corresponding to the value in the current cell.

    Also, if possible, try to have a single sprite object for all the different types of blocks, and use animations or frames to set the specific type of block. That way, when you're looping through each XY of the array, you can just create the one sprite object, and automatically assign it's animation/frame based on the value in the loop's current XY location.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • 1. If you want multiple enemies to follow the same path, you could calculate the path once, save all the path nodes to an array, and have each enemy move along that same path using the bullet behavior.

    2. I don't think I'm following exactly what's causing the enemies to walk through new blocks. Is it due to the time needed to recalculate their path after a new block is placed?

  • Regarding the wall lighting, the real issue is that you're not picking a specific Bios instance when you're testing to see if a Bios is in range of a wall . C2 doesn't know which instance you want to test, so it just picks the first one. Kingpenguin's solution works, but you really only need to check to see if the nearest Bios instance is in range, so I'd suggest picking the nearest Bios to each wall before checking its range.

    Regarding the doors, I agree with kingpenguin that the sine behavior is probably not appropriate. There are a number of ways to have the doors open when an instance is in range. The first way that came to mind is to calculate the open and close coordinates of each door upon the start of layout, save them to instance variables as well as each door's starting coordinates. If an instance is in range, move the door to it's open coordinates. If no instance is in range, move the door to its starting coordinates.

    Here's a capx fixing the lighting and moving doors as I suggested:

    Capx

    I added "every 0.1 second" to make processing a little less intensive.

  • Give something like this a try:

    <img src="http://i.imgur.com/HyaEu3E.png" border="0" />

    SlowInterval = How often (in seconds) to slow down the animation speed.

    SlowRate = How much the animation speed will be reduced at each interval.

    If the example above, if my initial animation speed is 5, the animation speed will completely stop after 10 seconds.

  • I found the below tutorial helpful when I first started exchanging C2 game data to/from my server:

    Online High Score Table (AJAX, PHP, MySQL)

    The tutorial goes through exchanging high score data to/from a SQL table, but the same principles can be applied to any data that can be stored in a SQL table. However, you will need some knowledge of PHP and SQL queries. W3 Schools has sections covering the basics of both languages.

    A special thanks to ArcadEd for the tutorial.

  • I whipped up a demo of loading XML dialog, and displaying it in the way that I think you're looking for.

    Demo

    Annotated Capx

    There may be more efficient ways to accomplish the same effect. This is just the first one that came to mind.

  • In my previous job, I'd occasionally have to deal in low-end machines like this. You'll hear a lot of anecdotal evidence over which brand is best or worst (mostly worst).

    Regarding low-end laptops, all the major brands manufacture comparable 14 or 15 inch models. In my opinion, they all perform about the same, so it just really just a matter of personal preference.

    If your PC will mainly be used for production purposes (like producing games or graphics or whatever), I'd highly recommend a desktop rather than a laptop. I can generally get work done 1.5x faster on my desktop than on my laptop. Also, if you go this route, go for dual monitors if you can swing it.

    For situations like this, Newegg is a handy site to find/compare products.

  • Here's an example of both loading a project file via Ajax, and displaying 1 line of it at a time. I load the file's data into an instance variable, but it could be loaded into an array, or other type of object depending on your objective.

    Annotated Capx

    Also, if you're making a timing based game, I recommend you don't base the timing on the game's frame rate as it can vary. You're better off using a "Ever X seconds" condition rather than "Every Tick".

  • I'm glad you guys are finding the example useful.    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • In the main install directory, there's an XML file called "startdlg" which lists out all the examples and templates. Remove the blocks of XML corresponding to the items you'd like removed from the starting dialog.

  • Setting actions to simulate controls in 2 different directions should work. So if you simulate pressing up and simulate pressing right at the same time, the sprite should move at an up-right diagonal.