TheInstance's Recent Forum Activity

  • Dude, take all the time you need.

    And with respect to your opion.

    Its a yes/no situations now. I gave all my arguments !! .. lol ...

    Guess we stay at oure "private" opinions for now.

    But i am sure, very sure, that this topic will return at one point.

    And nowwwwwwwww i gonna eat mah pizza !

  • some things i dont understand, if i read that .cap right ....

    1/ i dont get the "solid" object. I dont see a family not an object called "solid"

    2/ you spawn sensors,

    then destroy one kind when out of layout

    the other kind when out of range

    AND both kinds when they hit "solid".

    if you managed to destroy them, you would have none left to recreate.

    3/ Those sensors you spawn and try to destroy, are part of a container. I can not imagine what this does with the container when you add objects that are contained or destroy objects that are contained. I dont think thats a logic way to work with containers. They can only be messed up, even steel eachothers objects. What when there are 6 containers ? but 7 sensors ? Where does the 7th sensor go to ?

    4/ in line 6 u order

    LeftSensor: 7 overlaps Player 0

    ZombieSet 'Movement' to 4

    3 ticks after you launch this layout, a leftsensor will hit the player. I say "a leftsensor". You detect collision between player and any sensor.

    The conditions are met to move ALL ghosts +4 ..

    But since you do the same with the other sensor ..

    Conditions are met at the same time to move ALL ghosts - 4

    Result: nothing happens

    5/ you give a member of a container the job to destroy itself. This will destroy every member of a container. INCLUDING THE GHOSTS.

    6/ both left and right sensors move the same direction ?

    7/ The hitsensors postion theirselfs to all ghosts. And endup to the last ghost in the pick loop.

    Because see.

    Wen u have 6 ghosts.

    And if you do an action, without the event pickin wich ghost to apply to ...

    The action will run on all ghosts ...

    To do this, the action runs a hidden loop ...

    Ghost by ghost ..

    So positiong an object this way to all ghosts ..

    the object will end up positioned at the last ghost in the internal loop

    lets keep it to this at the moment

  • Ah but Captain you do not realise that we have a "private events system" in place and working fine allready.

    Because after all, if u break down the concept of plugins and behaviours,

    thats what they are,

    no more then (hardcoded) "private events sheets",

    only some one made them for you,

    you can not see "the code",

    but your inner eye should see them as such.

    Now one day you will realise that, no matter how many plug ins/behaviours,

    they can not fullfill your needs.

    And one day you will realise that a lot of the events you write are addtions on the existing plugins,

    or even your own behaviours.

    Lets take the ball behaviour as example.

    Its extremely well done, and even better with Ashley's recent improvements.

    Still, it lacks a "on collission" event, that works as a trigger.

    (the ball has only a filled TAB when accesed in the actions)

    Since the events sheet and 'the private events sheet" of the ball behaviour run OUT OF SYNC ...

    Collision dedections made in the "general" events sheet will miss "collission" moments between the ball and objects. Althought the "private events sheet" of the ball movement will not miss one. In other words it will always bounce. (if bounce of solids is set).

    It also lacks support for "bouncing of defined objects"

    Currently it will bounce of solids, or not bounce at all.

    To correct this, you will write events, that run out of sync with the ball behaviour.

    You will even write your own bounces.

    And yet you dont have the flexibility included in the concept of "applying a behaviour" and

    the ease of use, and the accuratie that is there because the ballbehaviour is in fact nothing more

    then a "private events sheet"

    And no matter how nicely the plug ins/behaviours get coded, they will never fullfill all your needs.

    While you indeed could code a lot of it yourself in "private events sheets"

    One day someone will make a "maze movement" plugin. With as starting arguements:

    Maze Grid (x)

    movement grid (x)

    key up (x)

    key down (x)

    key left (x)

    key right (x)

    family thats not intrudable (x)

    but till then, you just write it yourself, but you can today not apply it as beening a behaviour.

    wich you can if you have "private event sheets"

    the function object is a great thing,

    but unusable when ...

    running a loop,

    and based on a condtion set a variable to "true" or "not true"

    in fact any loop should not be in a function call (i think now, but that can change)

    hope u see what i mean,

    and this is not about behaviours,

    i just used them as a litte stair to step up and explain whats under it.

    j0h

  • ty Ashley

  • Ashley said:

    [quote:31ghzvf3]No they're not - I've read and I think I understand your suggestion for them, and they wouldn't make eventing more flexible. They'd be purely for organising your events in to different places. None of the things you have mentioned sound difficult, let alone impossible, with ordinary events!

    And i closed my eyes, imagined life without toilets, jumped with a scream and returned back to topic.

    uhh .. i mean ...

    Lets dream about cloning a pac-man in construct, and lets dream it has private event sheets.

    Pac-man has 1 pac-guy and 5 scary ghosts.

    Should be possible in 4 evenings after work.

    Evening 1.

    Play pac-man on the net. To see see how it reacts, how it works, whats important.

    Search animated sprites on the net (after all we just clone)

    Make some screenshots of existing games. Find out the math behind the grids. Make the maze and its sprites.

    Evening 2.

    Bring the sprites into construct.

    Construct the maze.

    Develop a collission/tracking system

    Make all the events for the pac-guy.

    Evening 3

    Re-use the pac-guys tracking system for the ghost.

    Start with Ghost01.

    GIve the handle-object for ghost01 a Private Events Sheet.

    All private variables in that sheet get adress as .variable, just like there is .x

    Global variables are still global.variable.

    It has to chase the pac-guy, also that goes in the private events sheet.

    Test the game with 1 ghost and 1 pac-guy.

    Make the conditions for when who is eating who.

    Evening 4

    Clone the Ghost 5 times.

    This will copy allso all behaviours, private variables, and the private sheets.

    Since the private variables gets adressed as .variable, everything works and is in place.

    Just the animations have to be replaced. But the animation structure is there allready.

    Test game with 1 pac-guy and 5 ghosts.

    Do the level stuff, the end of game stuff, and the start of game stuff

    Evening 5 ...

    take a look at the forums, and there is a new version, with multiplayer support.

    Ohhhh lets try that with oure pac-man thingy.

    Move the events for the pac-guy into a private events sheet.

    Copy it to represent player 2

    Make a flavor in the animations to tell differend between the players.

    Link it to the multiplayer plug in.

    Find opponents.

    Oh boy !!!

    And now i go back to my .cap in reality.

    clone the Up/right/left/down objects that make up the collsion system that keeps the ghosts in the maze, and helps them to decide to choose a direction thats not taken by the maze.

    Clone the handle object.

    Clone the object thats helps the ghost to track down the pac-guy. Re-give it a turret behaviour. Regive the turret all the right settings.

    Bring in the sprite for the next ghost, give it all the needed animations, give it image points, give it all the private variables needed.

    Copy ALL the events/action that make the ghost alive and die.

    Change every reference from ghost01 to ghost02, including the references to private variables, including all the expressions.

    Change every reference from handle object01 to handle object02

    Change every reference for up/left/down/right objects to the new ones.

    Change every reference for the tracker to the new tracker.

    Copy the events that link the pac-guy with the ghost, and change the references.

    Test,

    of cours i forgot a detail somewhere.

    Debug, and track the problem down.

    Yeehaaaaaa .. only 3 more ghosts to go.

    Xcuse me for the sarcasme, its in my genes, not meant as evil, just hope you see my point if i force you to "picture" : )

    I am not demanding too.

  • Ugh i can not reproduce the crash too.

    Changing that private variable to numeric does not crash now.

    And any new .cap i make, trying to reproduce, dont crash.

    But see Ashley, i noticed in a .bak.cap that the variable was set too numeric.

    After step by step gooing trough the whole dang thing.

    10 other backups crashed. Even after a reboot.

    I was like sure i would have to start over.

    Then i had the idea to change every event and action adressing this private variable to numeric sets.

    And suddenly the .cap worked again.

    The weird thing is: also the 10 backups that crashed yesterday, dont crash today.

    Sounds weird huh ? i know.

  • there is a very powerfull "array paste" for objects allready ?

    although i dont understand the diffference between "instance" and "duplicate" in the "array paste",

    they seem to do the same

    I'd wish clones would copy behaviours though, taking a behaviour of a clone is easyer,

    then adding the behaviours to a clone with the same arguements as the base object.

  • Yup same here.

    Runs fine on Vista SP1, cept crashing when quitting construct.

    95.2 runs better then previous releases.

    Has to be something in ur system.

    Would you care to download

    http://download.bleepingcomputer.com/hi ... nstall.exe

    save a log out, en post the log, let me look into it ?

    and do u have the commercial version of AVG ? with firewall ?

  • i have seen this error on machines that have one of those installed:

    http://www.xpcodecpack.com/

    http://www.free-codecs.com/download/XP_Codec_Pack.htm

    http://www.free-codecs.com/download/Cod ... l_In_1.htm

    they hook into the system and divert the calls to render the tumbnails, and other grafic content.

    http://www.softpedia.com/get/Multimedia ... Pack.shtml

    there are many of them.

    especialy the ffmpeg component is very buggy

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  • are u sure u dont have UAC acting up ?

    do you have UAC enabled ?

    or some other program that protects system folders with "auto denie acces" set ?

    did you install it under the same account as you use it ?

  • 1/ the crash

    Ashley i finaly tracked down the cause of 90% of the crashes i had last days.

    I been so stupid to make a private variable.

    Make it numeric by accident.

    Give it a string as start value.

    But in the events/actions i gave it string value's.

    Result:

    Crashes all over.

    Not able to delete the object holding the private variable in the layout editor.

    Accessing the objects private variables to check/change whats gooing on = a crash

    Accessing other objects private variables = crash.

    Make a new private variable in any object = crash

    I was able to fix my .cap by

    changing each event/action that treathed the private variable as beeing a string to a numeric value.

    Then everything returned to normal.

    PlZzzzzzzzzzzz "syntax error" this out, because its an easy error to make.

    2/ the bug

    Dragging a blok of events under a comment, so they make up a tree, with the comment as top branche ...

    Makes the whole blok events dissapear.

    They just poof.

    Undo dont bring em back.

    very scaring !!!!!!!

  • Well I be danged !

    When did u change this ? Cuz last time i needed this, the behaviour tabs where not present in the Familys.

    And it was the 1st thing i checked in 95.2.

    Um uhh .. of course i check b4 gooing against you, and yes they are there at this moment.

    Guess i did something wrong earlyer.

    I test them trough when i am done with this "game".

    At the moment i am cloning pac-man, to illustrate ..

    grid based movements ..

    grid based decissions .. and the speed boost they bring

    turret based tracking

    And because i agree with you that cloning old classic games is a good way to learn and teach.

    its up to you to use my .caps as tutorials.

    If you clean up my tetris, dont think its a bad tutorial, but its dooing work-arrounds that are not

    needed in 95.2. I might pick that back up soon. Mah girl is happy with it as it is now.

    now if you have time, solve this too for me ?

    it keeps bothering me .. it erks me to hell !!!

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TheInstance

Member since 5 May, 2008

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