Citnarf's Recent Forum Activity

  • EDIT: *FacePalm* I really need to read threads properly before i reply... never mind this post

  • Okay, so far a few new questions have arisen.

    As far as I understand: You are filling the array with random data (I didn't noticed at first) from the range between 1 and 2. What does the "+1" after the "Random(2)" do? Does "Random()" start indexing at 0? So you add 1 afterwards to prevent a 0 showing up in the array?

    Yes

    Another miracle: Where exactly do you say how big the array should be?

    PixelRebirth already answered this one, but i thought i would mention you can set the size of the array at runtime also, using the Set size action for the array object, just make sure the Z dimension is at least 1 or else it will break.

  • EDIT: I can't open it. It says it was created with a newer version. Check updates reports my version as the newest one. I'm confused. You using a Nightly or Beta-build?

    Yes, sorry it was made in 0.99.95 it says it is an unstable build but IMO it is the most stable version of construct to date.

    Well, most 2D RTS games use isometric perspectives, or am I horribly mistaken?

    Age of Empires I+II, Sudden Strike I+II, each and every clone of those... and was C&C not isometric too? Of course I neither can or want going anywhere even near the greatness of those games...

    Yes you are right, those games are isometric but what i meant was, the built in RTS behavior that construct uses probably won't work well with an isometric view because it splits the layout into square grids for its pathfinding (i think, someone will need to confirm this). I could be totally wrong though, i have never played around with isometric stuff before!

  • Wow! How have i never seen that plugin before? Thanks for pointing that out Newt.

    Also, yeah isometric and the RTS behavior won't mix well at all i don't imagine, not to mention how hard isometric can be to work with.

    R0J0hound has made a perfect isometric sorting example here:

  • While i can't really help you with the random generation, i can help with placing sprites according to values in an array.

    http://dl.dropbox.com/u/6660860/array.cap

    I didn't comment it, if you need any help met me know.

    EDIT: Just realized you seem to be doing this in python, my .cap is evented.

  • Have you seen the Wiki? http://sourceforge.net/apps/mediawiki/c ... =Main_Page

    Lots of useful information there

  • [quote:1m1ltvia]Guess I'm going crazy, but in case I'm not here's a cap.

    http://dl.dropbox.com/u/666516/copyanimatorbug.cap

    I still can't get it to crash, I'm probably doing something wrong...

    I select "Sprite" in the object bar so that both instances of the Sprite become selected, then i right click on Default in the animator, right?

  • Thanks to both of you! Its working perfectly

  • I will be honest, i didn't actually save the fixes! However, i just went in to re-do them and pin-pointed the problem down to one object - It's the Chomposaur's!!! I can't figure out why they are doing it, but if you completely remove the Chomposaur object, the problem goes away.

    Sorry i can't really help more than that, this one has me stumped.

  • I'm currently working on a level editor for a game, which is pretty much done. It stores all objects into an array then saves the array out to a file. The loading is also working fine, however the user has to type the name of the level into a box to be able to open it, which is just annoying. So i was wondering if there's a way to get all files in a folder to be listed in a List Box? This way the user can select their level from a list.

    All the level files are stored in AppPath/maps

    Thanks

  • After getting no good results from toggling off every event, i started to look at your layout and objects. The main problem is that you have sprites that are gigantic, mainly your ground sprite (sprite2), one of them is 12718 pixels wide. After removing a lot of them and resizing some i managed to get the game running smoothly again.

    There's a few things you can do to fix this, instead of using a sprite object, use the TiledBackground object, its much faster when your going to be resizing things that much. If that fails or you insist on using sprites, split the huge ones into lots of smaller ones.

    I also recommend aligning all your objects with the grid because they are kinda messy right now, but its your game

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  • [quote:37orh3f2]And Newt, I just tried to recreate your bug. It didn't crash or anything. Worked fine.

    Perhaps I should have been more specific.

    Left click on the the object in the object bar, and right click on Default in the animator.

    ...Clicking on angle seems to work fine most of the time.

    However if you then left click... kabloowie.

    It's not crashing here

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Citnarf

Member since 17 Mar, 2009

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