PixelRebirth's Recent Forum Activity

  • I have used arrays quite a bit, but I have to admit that I'm not sure what it is that you're trying to achieve.

    I've got to build 16+ 10x10 arrays (or possibly a 10x10x16 array, whichever is easier) made up of nothing but A04AB2A1A3B0D1CAC2 and so on (tiled level data). I could make an INI instead but it would be freely editable and take forever to fill in the data. In essence, I could brute force write it but it would take days.

    So where does this data "A04AB2A1A3B0D1CAC2" actually come from?

    Of course you can load strings into an array from a plain text file. I was just sitting here working on an example that involves something like that:

    http://dl.dropbox.com/u/2306601/gettokenthing06.cap

    Think of the text object SourceText as the text file. The Size of the array is determined by the source text and the different values/strings are put into the array using delimiters. I just had a vague hunch that this could be interesting for you.

    Other than that you'll have to explain the problem further for people like me to get it.

  • *facepalm* So by your logic if I understand a few simple things I understand everything?

    Why is there a help forum then...

    Honestly if your gonna be a jerk about a simple request for some documentation then you might as well not post >_>

    Wow, attitude fail...

    I won't use any further effort to respond to that, I'm sorry.

  • Lol i've already made a simple defense shooter so im decently knowledgeable when it comes to construct... Lol

    If that was completely true you wouldn't have had to pose the questions you asked in this thread in the first place. So I think Guyon has a point.

    If you can't come up with a concept on how to do this AT ALL, chances are you aren't yet experienced enough to take on this project. Don't count on somebody doing the events from scratch for you.

    It's not my intention to sound mean or anything. It just appears to me that you still should take a deeper look into Construct first of all. And then grace us with specific questions on the concept you've come up with. It's just the whole "do my game for me" kind of vibe (to phrase it exaggeratedly) that doesn't sit very well with me.

  • So far if you have 10 instances of an object and you want to issue a command to one instance, you have to assign a private variable to all of them, and use a "for each" and "compare" and then you can issue some commands to the specific object. But this is slow and if you need it a lot in your project can slow down the fps and is quite annoying to code so much each time.

    That's not accurate. You don't need to have a "for each" loop to do this. A simple "compare a private variable" condition will do. I replied to your previous help/tech post with a basic cap example.

  • I take it you didn't stumble upon the S plugin yet?

    http://www.scirra.com/forum/viewtopic.php?f=2&t=4791

    Also you could store more information in a single string if you use delimiters. Not saying that it's handy in most situations, just saying...

  • I like bad jokes, so here we go:

    A man rushed into the doctor's office and shouted, "Doctor! I think I'm shrinking!!"

    The doctor calmly responded, "Now, settle down. You'll just have to be a little patient."

  • Why are you guys overcomplicating things?

    Let's say that I have more than 1 instance of that sprite, and I want to give an order to the sprite that has a certain private variable to move.

    Loops aren't needed for this. Simply compare the private variable of the sprite.

    Here's a lazy example: http://dl.dropbox.com/u/2306601/movepv_001.cap

    Sprites with a PV Move of 1 will move to the target when you hit the space key. You can toggle the PV by clicking on the sprite.

  • I tried to replicate it in my game but where is defined

    position in Wheel.Value('position') ?

    Yes, the position is defined in this PV and refers to a hotspot on the body sprite its hinged to. Click a wheel and look up the properties. Under Private Variable you will see position "wheel1" and "wheel2" on the 2nd wheel, which are both image points on the body sprite (sprite4). I did it this way so I could use two instances of the same wheel sprite.

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  • Which version of construct do you use? It was saved in 0.99.82 probably. Try using the latest (unstable) version of Construct.

  • Maybe you could check out this lazy physics catapult example I did:

    http://dl.dropbox.com/u/2306601/cataphys_003y.cap

    It has wheels. (arrow keys left/right to move)

    Also remember that your wheels need to have an ellipse collision mask.

  • Works perfectly here!

    Finally a reason to look into Path behavior. Good stuff newt!

  • I have to agree. Sculptris is an amazing little tool.

    Here is my first model (after I fiddled around for one hour or so).

    <img src="http://dl.dropbox.com/u/2306601/creaturerend01.png">

    Quickly thrown into Blender (which I've also started to use these days) and rendered. I'm liking 3D stuff more and more, although the pixel is still strong in me...

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PixelRebirth

Member since 26 Mar, 2008

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