tulamide's Recent Forum Activity

  • ELSE condition looks that it does not work properly with sub-events inside.

    ELSE had issues until 0.99.91

    Since then it works, at least for me.

    Using OR will eventually cause problems that make your game crash. It is considered unstable and should be avoided imo. I only use OR very rarely and only in simple events without branching. And even then only for quickly testing stuff.

    Is this so? I couldn't read about it. Do you have a link or more info about what exactly is a problem with using OR? I for one do use it more and more, and had no issues so far. But I admit, I don't use it in overcomplicated structures. But I use it with branching also, and couldn't report any problems so far.

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  • If by chance you're working with photoshop, you could also use Render->Lightning Effects with a simple radiator (hope it's the right translation). You could also automate the process with the photoshop actions.

  • That's a common logical error that occurs because Construct works a little different from our human thinking. Have a look at the flowchart in this thread: http://www.scirra.com/forum/viewtopic.php?f=8&t=6880

    What happens is that if you press the right arrow key, the events do recognize it and change the global to 1, but the event loop hasn't ended yet, so the changes are not reflected. Instead, the next event tells Construct to only change the global (who's current value is 1) to 1, if the left arrow is pressed. But it isn't, you are still in the tick where the right arrow key is down, that's why the global is changed back to 0 and now the the event loop has ended and the changes are reflected.

    The solution is the followig:

  • Toggling is done with events through branching.

    Please have a look at this thread: http://www.scirra.com/forum/viewtopic.php?f=8&t=6880

  • Interesting plugin. But, I'm having some issues as well. I'm noticing that when a sound plays, it freezes the entire application. Also running Windows 7 64bit.

    This is normal behaviour as the system beep is a synchronous call.

  • From my point of view however it's a weird behavior.

    It's not so weird if you think of the problem like a computer does. When you deactivate that condition, you're basically saying: "Well, I don't care if the move-up-button is down or not. As long as move-right, jump, and move-left are not down, switch to animation 'idle'."

    Let's say you press 'move up'. Now what happens is, that according to the events, the animation is constantly switched between 'Idle' and 'Climbing', because

    1)

      'Player 1 "Move Up" is down'

    => is True

    2)

      'Player 1 "Move Right" is not down' 'Player 1 "Jump" is not down' 'Player 1 "Move Left" is not down'

    => is also True

  • ...

    it seems the event interpretation is much faster

    ...

    The test isn't quite fair. I'm absolutely sure, that a for loop would be faster in Construct than in Python, but don't forget that range() is a function. You would need to setup a function in the event system, too.

  • I forgot to mention an important thing:

    [] <-creates a one-dimensional list, not an array

    So, to get a list working as an array you would need to do this:

    actor = [] 
    actor.append("Dewey")
    actor.append(1)
    # etc for all values
    
    actors = []
    actors.append(actor)[/code:27nea85c]
    
    A clear multi-dimensional array would be done with:
    [code:27nea85c]actor = [[] for i in range(6)][/code:27nea85c]
    This will create a list "actor" with 6 entries indexed from 0 to 5, and every entry is a list with no entries so far.
    [code:27nea85c]actor[0].append("Dewey")
    If actor[0][0] == "Dewey":
        # let Malcolm know about it [/code:27nea85c]
    
    But there's also a module esp for arrays, I didn't work with it yet: [url]http://docs.python.org/release/2.6.6/library/array.html[/url]
  • Anyway, was I right in executing an array variable? I'm really just trying to learn switch over to python.

    You could also create your own class.

    class Actor:
        """Definition of the player characters"""
        
        def __init__(self):
            self.name = ""
            self.level = 0
            self.hp = 0
            self.hpmax = 0
            self.sp = 0
            self.spmax = 0
            self.strength = 0
            self.power = 0
            self.defence = 0
            self.speed = 0
            self.xp = 0
            self.slot = 0
    
    [/code:28afbaku]
    You create an instance of the class by referencing it:
    [code:28afbaku]my_actor = Actor()[/code:28afbaku]
    
    If all player characters start with a certain value, you would of course replace the appropiate values. Also, __init__ is not really a constructor, but works nearly the same way, because this method is automatically called as soon as the class is created. If you'd want to create a new instance of the class with certain values, you'd do this:
    [code:28afbaku]class Actor:
        """Definition of the player characters"""
        
        def __init__(self, name="", level=0):
            self.name = name
            self.level = level[/code:28afbaku]
    Now you could create an instance either way:
    [code:28afbaku]my_actor = Actor()
    dewey = Actor("Dewey", 2)[/code:28afbaku]
    You can still use a list to manage them:
    [code:28afbaku]actors = []
    actors.append(Actor("Dewey", 2))
    actors.append(Actor())
    actors[1].name = "Wanda"[/code:28afbaku]
    And the levelup code could be realized as a method of the Actor class:
    [code:28afbaku]class Actor:
        """Definition of the player characters"""
        
        def __init__(self, name="", level=0):
            self.name = name
            self.level = level
            self.xp = 0
            
        def try_lvlup(self, exp):
            if self.xp >= exp:
                self.level += 1
    [/code:28afbaku]
    Again, referenced and stored in a list, you'd call:
    [code:28afbaku]actors[1].try_lvlup(mrcool_exp)[/code:28afbaku]
    
    But I guess it's just a matter of taste. I prefer the class-way for easier code maintaining (adressing actor[0].strength is more readable than actor[0, 5])
  • Trees look nice. did you model them in 3D? What software?

    I'm wondering how to do some top-down trees I'll need (256x256, no floor shadows).

    Did you try frecle's tree[d]?

    http://www.frecle.net/index.php?show=treed.about

  • > [quote:3njbfl87]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?

    Does it every time for me xp sp3 with an nvida card. Has been there since before the nines.

    I have to endorse. It does crash Construct. However, I don't need another mouseclick. As soon as I right-click on Default it crashes.

    EDIT: It also crashes with a left-click on Default...

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tulamide

Member since 11 Sep, 2009

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