skelooth's Recent Forum Activity

  • The end of the weekend is here, and I have to remember I have a job that actually pays I need to program for too. This is a pretty big push. I spent the better part of last week futzing around with the graphics for the general dialog system, and spent almost the entire weekend implementing a new envisioning of how it works underneath. I plan on writing literally hundreds of dynamic scripted events, so it's important that I get this right.

    The major fruits of my labor can be summed up in the following snippet of code. This dictionary based snippet allows me to script complex dialog trees with branching outcomes and ingame reactions. Not shown is the code that makes it work that I almost lost my hair writing.

    http://i.imgur.com/060DZwk.jpg

    Which I'll mention, I bought the excellent C2 Data editor. This thing is so flexible and powerful you should probably just buy a copy the same time you download construct if you are going to need any type of complex data structures of text. Here is a screenshot of that. I would not have been able to build this dialog system if not for the data editor:

    http://i.imgur.com/TQtVNK5.jpg

    All this talk of dialogs, here is a screenshot of what the new Dialogs look like. I struggle with graphic design. I am capable and can recreate things, but I'm not a very good artist. It is possible that I may have a graphic designer have a touch through before the project is over. Notice the commlink static. Projections icons and info will soon go there.

    http://i.imgur.com/vYlD5uA.png

    And of course, the actual dialog system features!!! As usual, I used the moon as the test subject, as a nice close starting area.

    • Version 1.0.0.3a
    • Completely Reworked Dialog system
    • Intro Dialog gives game over view, shows multi step dialog capability
    • Moon:

    -- Plunder moon spawns enemies and makes planet vulnerable to plunder

    -- Plunder moon is no longer commlinkable after being plundered

    -- Scout the planet for example of dialog branching

    -- Plunder the scouted planet for an example of redirecting the dialog tree

    Phew! Lots of work, might not seem like much, but I'm happy with the progress the game is making.

    Your feedback is appreciated!!

  • I've been having a lot of fun with Construct 2, I've read a few of the other Works in Progress topics and decided to create a new one, properly.

    Introducing Surolace, by Roast Beast Games (me)

    This is a continuation of the thread here: my-first-go-at-a-touch-friendly-game-having-fun_t115891 with the major change being the thread title, please allow the other to drift off into history.

    Description

    The Survival Role Playing Space Game

    Upgrade your ship, balance power between systems, deploy your crew, and use an assortment of weaponry to blast through your enemies. The Galaxies resources have been depleted and its inhabitants living in economic turmoil. Space pirates, rebels, and warring nations have populated much of what inhabitable areas are left.

    There is talk of a long lost warp gate on the other side of the galaxy. A goldilocks cluster of earth like planets for light years. Will you find this lost beacon and save all of life in the known galaxy, and what will you find on the other side?

    Planned Features

    Cross platform play. Touch and mouse friendly controls on any platform with a modern web browser.

    Randomly generated map of space sectors full of friends, foes, and environmental hazards

    High stakes survival. No continues or retries.

    Outfit your ship with different systems that effect game play, such as cloak, UAVs, and Med Bays

    Moral choices and optional quests that have both good and bad outcomes

    Unlock new ships by completing the game or completing quests

    Beams, Lasers, Missles, Shields, Ion Storms, Meteor belts and more in glorious 720p!

    ------------------------

    Current Status: Early development

    Current Build: 1.0.0.3a (Refresh your browser if an old version is stuck in your cache)

    Link to play online:

    http://surolace.com/play

    Link to android apk

    http://surolace.com/play/surolace.apk

    I plan on keeping access to the game open during the early development stages. Onces it gets to a point where I'm focused primarily on content I hope to begin an early access program via kickstarter. The goal is to write hundreds of random scripted events in a dynamic galaxy that provides 4-5 hours per play through. The system and game play will draw heavily from other space tactical and strategy games like Star Force Gemini, Sins of a solar Empire, and Faster Than Light

    Posts that follow will contain updates on the games progress for those interested in following along in this journey of game development.

  • Is it possible to use JQuery to create a few divs and instantiate another library? So for example, including some sort of calendar widget normally meant for webpages, or perhaps even using html form elements and jquery animations.

    If it is possible, what are the limitations? I'm a little unclear on how the crosscompilers work in terms of what's available in the "browser"

    Thanks!

    Edit, here's a much more realistic example, embedding a facebook feed widget. Is this possible?

  • Hello, I'm really enjoying the C2 Data Editor. I happened across a bug, or perhaps a feature.

    I'm nesting dictionaries multiple levels deep. In order to load that values into another dictionary object I need to replace all of the html identity codes, so for example

    "{""c2dictionary"":true,""data"":{""head"":""A moon rich in materials drifts amongst the darkness of space"",""body"":""You hail on all frequencies but there is no reply. Preliminary scans do not show surface life. You could plunder this planet for its materials."",""option1"":""{\""c2dictionary\"":true,\""data\"":{\""text\"":\""Plunder the planet\"",\""action\"":\""moonplunder0_fight\"",\""after\"":\""moonplunder0_fight_after\"",\""color\"":\""#FF0000\""}}"",""option2"":""{\""c2dictionary\"":true,\""data\"":{\""text\"":\""Send a scouting party to the surface\"",\""action\"":\""moonplunder0_scout\"",\""after\"":\""moonplunder0_scout_after\"",\""color\"":\""#66FF66\""}}"",""option3"":""{\""c2dictionary\"":true,\""data\"":{\""text\"":\""Leave the planet alone\"",\""action\"":\""close\""}}""}}"[/code:1x0e8lop]
    
    Needed to become this
    
    [code:1x0e8lop]
    "{""c2dictionary"":true,""data"":{""head"":""A moon rich in materials drifts amongst the darkness of space"",""body"":""You hail on all frequencies but there is no reply. Preliminary scans do not show surface life. You could plunder this planet for its materials."",""option1"":""{\""c2dictionary\"":true,\""data\"":{\""text\"":\""Plunder the planet\"",\""action\"":\""moonplunder0_fight\"",\""after\"":\""moonplunder0_fight_after\"",\""color\"":\""#FF0000\""}}"",""option2"":""{\""c2dictionary\"":true,\""data\"":{\""text\"":\""Send a scouting party to the surface\"",\""action\"":\""moonplunder0_scout\"",\""after\"":\""moonplunder0_scout_after\"",\""color\"":\""#66FF66\""}}"",""option3"":""{\""c2dictionary\"":true,\""data\"":{\""text\"":\""Leave the planet alone\"",\""action\"":\""close\""}}""}}"[/code:1x0e8lop]
    
    It would be helpful if there was a utility function or two to  ease accessing the nested structures
  • >

    > Thank you so much ggibson1 !! That fixes it. For some reason picking does not work as I thought it should under the context, and although I'm not sure "why" picking is being weird, selecting by UID does fix it and makes everything work as normal! Thank you!

    >

    This behavior feels like a bug, so I made a report.

    Ashley wrote a post about this. I call it scope, but the post gives a better description

  • Actually, I was just reminded of a certain behavior that might be tripping you up. If you create an object, and then in a different event on the same tick, try to use an action on it, it won't work unless you had picked it by UID. All other forms of picking don't work properly for objects that were created in the same tick.

    That's why I had wait 0.0 before. Waiting for the next frame pushes the object into scope.

    Thank you so much ggibson1 !! That fixes it. For some reason picking does not work as I thought it should under the context, and although I'm not sure "why" picking is being weird, selecting by UID does fix it and makes everything work as normal! Thank you!

  • Ok look at this CAPX and pay special attention to how

    1) I created a Dictionary

    2) Saved the UID for the Dictionary

    3) Re-"picked " that same Dictionary by UID later on and got its data

    There are other ways of doing things but this is how I always do it... basically in my mind the UID is a pointer to a specific instance like in C++ coding.

    https://dl.dropboxusercontent.com/u/277541264/ShowDictionaryWorking.capx

    [attachment=0:2wt08x6f][/attachment:2wt08x6f]

    Here comes my weird question about scope, and hopefully this is what I'm being tripped up on (I have implemented this yet, but purely in terms of the environment):

    If I only have one Dictionary object, wouldn't

    Dictionary->PickbyUID

    Dictionary(0)

    or Dictionary

    All yeild the same results when picking?

    I made your example look more like mine and you're right, it broke. Am I understanding how it picks incorrectly? Sorry to bug you The question is open ended to anyone

  • I wasn't able to upload it via the forum, I thought deleting resources would lessen the file size but apparently not <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> the capx is at

    http://surolace.com/play/game.capx and the problems all surround the events in commlink when trying to access the dictionary or array in the openDialog function.

    I've been looking at it so long I was hoping it was something stupid in my code I was over looking.

    Johncw87 thanks! I'll try some breakpoints now

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  • No, because it works when I isolate it. Gimmie a few minutes, lemme make a copy and strip all the resources

  • >

    > Well this is an easy one. Functions are triggered events, and function parameters are only good during that triggered event. But when you use a wait action,

    >

    Wait function was temporary and was removed, it was there hoping maybe the object was not in scope and would be available in the next frame. That was not the case.

    [quote:2qrgvczp]my recommendation is to get very friendly with your browser's javascript debugger. .

    If you see the above code, the majority of it is eval statements and console logs. Me and the chrome debugger spend many hours together every day. All javascript objects are populated correctly, but return values all return '0' for all arrays/dictionaries on get/haskey. Unless you can tell me how to specifically watch the process where the C2 engine is getting this 0??

  • Hey ggibson1 Have you ever heard of this behavior, or see anything glaringly wrong with the code above? I can't seem to get arrays or dictionaries to admit they have values, even though their asjson expression output correctly. I don't think it's the c2 data editor's fault, but I figured you'd probably know better than most.

  • No, I don't think it's the c2 data editor's fault at all. There's something I'm not understanding about scope or something, and why it's being clobbered. Literally all of the code involving what I'm trying to do is in those screen shots, I know b/c I went around and Ctrl F'd everything a few times

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skelooth

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