Squish's Recent Forum Activity

  • After many long sessions and hours of tedious debugging, I'm being screwed by the simple problem of creating a high score table. I don't even want to get into details about how to move the landed troopers because it's an insane headache of (probably) sloppy code that somehow *just* manages to work.

    I found a tutorial high-score table somewhere in the forums, and although it's rudimentary it pretty much works. The trouble is when I try to adapt it to be a little slicker. Eg. If the player doesn't put any text into the input box - play a "deny" sound.

    On top of that, having the enter key pressed *while* the cursor is inside the input box (instead of only being able to press a submit button). And then there's the loading from disk and sorting the table. Ideally, I'd like to use something a little prettier than the listbox. Being no kind of game programmer, I simply do not understand hashtables and arrays (yet) but a tutorial would make for an excellent primer on how to accomplish this.

    For once, I'd like something in Construct to be actually as easy as it seems.

  • I was messing around with this because it seems quite intuitive.

    I *think* I fixed your problem:

    <img src="http://i37.tinypic.com/1euec9.jpg">

  • I used a similar cooldown variable in a game of mine.

    It's one of the first things I actually got working properly in Construct.

    (I use 10 ms and multiples of 10 because of that warning that the milisecond rate isn't accurate

    so cool_down = 100 means 1,000 ms.)

    Trigger (eg Left mouse is down):

    [subevent]

    spaceship.value('cool_down') equals 0: fire BFG (or a loop subevent to fire 100)

    Set spaceship.value('cool_down') to 10

    Every 10 miliseconds

    spaceship.value('cool_down') greater than 0: Subtract 1 from spaceship.value('cool_down')

    If you hold the mouse button (or whichever condition you set), then each tick it checks the cool_down. If it is not zero, then nothing happens.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I may have run into a similar kind of error as yours using functions.

    I worked around it using what is probably a dirty trick, but it works beautifully. Instead of calling the function directly, I have a global (or holder sprite) variable set and then use that to trigger a new function next tick. My problem was with Selected Object Lists causing hassles. It wasn't something that could be fixed with "Forget objects", and I can't remember exactly why now, only that it worked. :p

    SomeEvent: Action: Do stuff, set global variable Schedule_SomeFunction=1

    Always

    Schedule_SomeFunction=1: Call Function "SomeFunction"; Set Schedule_SomeFunction=0

    Alternatively, a variable holder sprite/box can handle all the private variables and won't clog up your app/game with globals.

  • Rebuilding the layout at runtime can be an annoyingly complex thing to do. Eg. If I have carefully placed all the multitudes of sprite objects used for specific detection, triggers etc. then having to handwrite all those x,y coordinates is too much of a task.

    All we really need is a "reset private variables" action, and even "reset global variables" if we're being greedy.

    Eg. I have a game that goes

    Splash (sort of) -> Title -> Game -> (return to title)

    It would save me a LOT of work and bug testing to simply reset variables in the layout on start.

  • Is it at all possible to suppress the Count error message? It's annoying as hell. It would be nice to have a toggle, because it's value is obvious *when* you need it to check for you.

Squish's avatar

Squish

Member since 2 Aug, 2010

None one is following Squish yet!

Trophy Case

  • 14-Year Club

Progress

14/44
How to earn trophies