Katori's Recent Forum Activity

  • Thanks, that works splendidly.

  • I'm having trouble with Arrays. What I want to do is have it so that for every element, the value of the element is either one or two. The game then spawns a different block depending on if it is one or two. Currently, this doesn't really work--the game spawns 50 of the first block (there are 50 X values) and none of the second. Take a look at this.

    <img src="http://z-machines.com/zacs_files/needhelpwitharrays.png">

    What is wrong with this, and how do I fix it? Sorry, I'm just a bit frustrated right now.

  • I did my LD48 entry, Cavern Tycoon, with Construct. I've also posted the CAP. I'd like criticism--both on the actual game and on my use of Construct. It's my first experiment with a lot of things (using "For" loops; sound), and I'd like to maybe make this into a full game with Construct some day.

    Anyway, check out its page at LD. The download and CAP source are there. Post comments here, please. Thanks!

  • No it doesn't always = year - 1 because when the function is finished year.old = year.

    Here's the CAP--copyright me--produced for the LD48 competition.

    By the way, the code is all basically the last 24 hours, that's why it's messy. I know that. I just want to know why it doesn't work.

    To see the problem, press "Nuke 'em", then press "Space" to pass turns. When "Year" goes up, the red wave of radiation is supposed to move down and a random population operation is supposed to happen. They don't.

    UPDATE: I might have fixed the problem. I deleted the other qualifying arguments. Why is this happening?

    UPDATE2: I think it's fixed. I'll post the CAP again if I need more help.

  • I have it set up currently so that every time MonthInYear = 13, (the game is turn-based with each month being a turn), it sets Year.old to Year, adds one to Year, then sets MonthInYear to one. Later I have it set so that if Year.old is different then year, it will do something. This is vital to my game. The problem is, this process only works once. I had it working earlier, but I threw a bunch of new code at it and now it doesn't work. I recreated the function twice. The months still count up properly and cycle back to 1, and the years even cycle correctly, but the functions that I have set up to do every year don't run.

    What would be a better way to do this?

  • Personally I like hash tables better than INIs--INIs have very strict formatting rules, whereas hash tables are just tables.

    EDIT: This makes no sense, what I wrote. I just believe hash tables are simpler. I'd use a hash table for dialogue--but I'd use an INI for settings or maybe even saved games.

  • Thank you SOOO MUCH! It works great now. I do need people to test it though. And of course offer new feature suggestions!

    I'm uploading version 0.1.0, check the first post.

  • I just took a look at it. The base is there but in order to really make it as good as it could be here a are few sugestions.

    1. Use the common Dialog for saving and loading its pretty easy to use if you need help ask around.

    2. make the Save button an add Key button having both a save and save file is confusing.

    3. Why is the name of the key shown but not the value?

    4. In the about, the web address is scirra.com not .net

    Good for a first release and these changes will help a lot. What are you planning on using this for or is it just a little learning thing?

    Ahh, thanks for the tip about the CommonDialog! I didn't know that existed, I've got it working well now.

    I'm making this both as a learning exercise and for use in creating hash tables for future games of mine, as I find them to have practical applications.

    I'll release a new version later or tomorrow, as I intend to get opening working, but so far I've changed "Save" to "Save Key" and made "Save File" use the CommonDialog plugin. I also fixed the address of the site.

    I don't understand what you mean about the name of the key but not the value. The values are shown when you click on the keys. To me it would be impractical to show both at the same time.

    I probably need some help with the "Open File" operation I'm adding. I can get the hash table to load it in, I just can't figure out how to display all the keys correctly in the List. Any tips?

    Thanks for the suggestions!

  • Right now it's really more like "Hash Table Creator", since you can't load files. It's kinda hacky, too. If anyone wants to play with it you're welcome to, in fact I'd like it--I'm releasing it under CC-BY-SA. I'd like to work on it more, but I'm kinda stuck with the file loading part. Everything present in it now though works, to a point. I'm just releasing it because I think it might potentially be useful.

    UPDATE: File loading works!

    I'll keep this first post updated on the latest version.

    Version: 0.1.0

    Author: Katori

    License: CC-BY-SA

    EXE and Source: http://z-machines.com/zacs_files/Hash%20Table%20Editor%20010.zip

    I welcome suggestions, crits, and suggestive crits

  • Thanks. It seems this bug is already logged. Problem though...the suggested workaround doesn't work for me. If I activate Motion Blur at the layout start, then deactivate it before changing layouts, the crash still happens.

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  • I use Motion Blur in my current project, but the game kept crashing when I tried to change layouts. After some troubleshooting I found out that turning off Motion Blur made the layout change work perfectly.

    Is this a known bug? Is there a fix?

  • Yeah, thanks all, those are good ideas--but I went with Hash Tables. With a little hackery, it seems to work exactly like I want.

    Thanks!

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Katori

Member since 7 Jun, 2009

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