SoldjahBoy's Recent Forum Activity

  • Rather than using "tokenat" expressions to find your values in your dictionary string, you could do a nested dictionary instead.

    Think of having one dictionary for each crafting recipe, so the keys and values are specific to a single recipe... then you have all of those dictionaries stored in a single "master" dictionary. It means instead of having to count tokens, you can simply reference things by the key names.

    This is how I made my sprite tile-map. Each tile has it's own dictionary to set specific values/variables/etc and each tile dictionary is compiled into a single dictionary for saving/loading via JSON format.

    Let me know if you think this might be of help/use - I can explain in more detail and share some of the events I used to make a nested dictionary.

    ~Sol

  • Yeeeaahhhh that's very nice!

    ~Sol

  • This project has been around for a good while now... it's awesome that you're still working on it Gifs look pretty cool as well - combat already looks fun ^.^

    ~Sol

  • It will be virtually impossible to have a solid solution, since auto clickers emulate hardware. Unless you can figure out a way to detect that the player is using one without imposing some arbitrary limits on the number of clicks, or adding annoying things to the game - then you won't really be able to stop anyone from using an auto clicker.

    I personally have a mutant/abnormal ability to click a button very fast (280 clicks in 25 seconds - or an average of 11.2 clicks per second). I've seen people as fast as 16 clicks per second... Most auto clickers have adjustment on them, so a player can find the "sweet spot" and just set it to that.

    The only thing I can think of that MIGHT work is measuring the time between each individual click - then if the time is EXACTLY the same for say 20-30 clicks in a row (2-3 seconds worth?) then you can trigger an "auto clicker is being used" event and stop your game - or whatever. That's about the only way I suspect you could do it actually. That's the thing about auto clickers, I don't think they vary the time between clicks at all; they're very uniform.

    ~Sol

  • It's not a bug, it's my error, an enemy was in another layer

    It's still a bug. It shouldn't matter if there is something on another layer... a bug report needs to be made by you or someone at least.

    ~Sol

  • River Raid must be geo-blocked for Australia because your link takes me to 8-Ball Pool game instead. I got the same page when I tried to Google it as well. Yay for geo-blocking... because the world needs more division

    ~Sol

  • > You can also adjust zorder in editor as well... I just realised the ordering problem you were talking about was in editor not at runtime. There is a zordering option in editor for objects that are near each other.

    >

    > ~Sol

    >

    a zorder in the editor? are you talking about the z order bar? because that don't zorder automatically for me in the editor, I need to do it manually

    Yes the zorder bar... unfortunately manual yes, would be nice for an automatic sort on the layout editor but it's better than nothing I suppose.

    ~Sol

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  • > Hey all,

    >

    > I have seen over the years a lot of people asking about the use of C2 to make websites.

    >

    > Here is one I recently finished for a friend of mine;

    > http://www.littlered.com.au

    >

    > ~Sol

    >

    Pretty cool, love coffee

    Heres one I did for the regional snooker league.

    http://www.mineheadsnooker.co.uk

    Very nice job <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    ~Sol

  • You can create a dictionary object, and attach it to a/any/all character instance... by putting them into a container.

    This way, each character has it's own dictionary automatically, that is always referenced to the correct character (because of the container) - then you can reference the dictionary traits of any specific instance; IE - "key : value" -or- "Shirt : 12" -or- "Pants : 'BlueShorts'" -etc-

    This way you can simply use your (dictionary) value of each key as an animation frame or animation name to a "shirt" object (sprite); IE "Shirt : 12"

    [Every X seconds/on button clicked/whatever condition]

    ---Set Pants.sprite animation_frame to Dictionary.get("Shirt") {will return "12" because of, "Shirt : 12"}

    ---Set Shirt.sprite animation_frame to Dictionary.get("Pants") {etc}

    --- Set Hat.Sprite animation_frame to Dictionary.get("Hat") {etc}

    --- ETC

    Hope this makes sense^

    *EDIT*

    I'm sure your application of it won't be the same approach but it's much easier than handling a tonne of variables, especially when you just loop through the entries.

    ~Sol

  • You can also adjust zorder in editor as well... I just realised the ordering problem you were talking about was in editor not at runtime. There is a zordering option in editor for objects that are near each other.

    ~Sol

  • Do it inside of your loader or even make a layout after the loader but before your game.

    ~Sol

  • Of course it's possible... however I can't find River Raider by Miniclip anywhere - so I cannot compare what you're trying to achieve... but if it's 2D then C2 can do it.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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