Horrendous Games's Recent Forum Activity

  • the int() was the issue. without that, it thought the number was text, even though it was showing a number.

    I am really glad because I was attempting to recreate this in MMF2, and while i had the animation engine perfect, creating something like an 8 directions movement is just trouble. Sorry for getting so frustrated everyone, and thanks for the help, I really appreciate it. So if anyone else has an issue like this (using mixed arrays), just tell them to convert just to be sure.

    [quote:1x95mh6c]This isn't true. The fact that you use whole numbers doesn't make them integers. All numbers in Construct are always floats, and floats can get imprecise even when just calculating with whole numbers. That's due to the structure of floats.

    That's what I meant, I just was an idiot with my terms.

  • it never has anything to do with floats, it's always an integer. The other thing I just thought of is that the array contains both strings and numbers. I know in MMF2 you have to choose either of the two (I usually choose text and just convert any values). Does a construct array have any of those restrictions? It still would be very odd that it would still return the correct value. Other than that, I'm stumped.

  • Yes, I do know that.

    Basically, when that first value reaches zero, and that second value hasn't passed a certain value, then it resets the first value and adds one to the second value. Basically, it adds to a counter with a variable speed.

    I was able to grab data from it too, but the data is useless. For instance, I place the number 284 into the array, load it into construct and it clearly says "yeah, I got 284" but it doesn't register that it is 284. If I simply just plug in 284 or place another variable that doesn't draw it's value from an array, then it functions perfectly fine, the first value counts down and when it reaches 0 it adds one to the second value and repeats until that second value equals 284.

  • <img src="http://dl.dropbox.com/u/16909290/ss.png">

    It's not an interfering piece of code, simply because there is not other code. All I want to do is grab a value from an array. It grabs the value, I can clearly see in the debug and if I input it to a string that it is the correct number, and that the other number is lower than it. But it just seems that anything grabbed from an array is rendered useless.

  • Alright, I'm almost just about to give up on construct. There are a lot of neat features, but there are some basic logical aspects that are just plain broken. I'm probably going to have to come back when it gets its crap together. Anyways, I wonder if anyone can shed some light on this issue and perhaps save the day.

    I've got an array filled with values. I can load the file and load in the variables, and it's just fine, the correct numbers always come up, and it's spot on. I have an event that says "when a value is equal to zero" and "when a value is less than a value on an array" then it does stuff.

    It doesn't. I tried changing the "when a value is less than a value on an array" to "when a value is less than a value (which is the exact same number that comes up with the array)" and it works. I tried loading the value on the array to a separate value, and that still doesn't work. The event will not run.

    This engine took me 15 minutes to write, test and perfect in MMF2, I've been working on this same simple concept in Construct for an entire week. It literally consists of 8 lines of code. The only reason I would keep at Construct is the fact that I can make a product that is visually superior with "less effort", but really there are some neat features in Construct that require little effort, but there defiantly are still a few things that really need work, and I'd say they are pretty important. So I'll give it one more chance.

  • You sir, are a wizard. You have no idea how many children you have just saved with your heroics, and I take back everything I may or may not have said about your mother. If god weren't imaginary, I'd imagine he'd be something like you.

    EDIT: It works just fine. For the sake of readability, I added a quick feature that allowed the user to enter the screen size, so if the user had trouble reading the array blocks when many are present. Another idea I had was to alternate the color of each line, but I couldn't figure it out. My only other gripe was that an item set to blank sets back to zero if it's reloaded, but other than that you did awesome.

  • [quote:fnnzg7cc]with the text manipulator the "For Each Substring" appears to not work. That is kind of holding up progress a bit.

    You can do the same thing with the system text expressions:

    + System: For "" from 1 to NumTokens(Text.Text, " ")
    -> Text2: Set text to GetToken(Text.Text, LoopIndex, " ")[/code:fnnzg7cc]
    
    
    That doesn't seem to work either, although it starts the loop unlike the other command, this one for whatever strange reason feels it needs to quit after 3 loops.
    
    <img src="http://dl.dropbox.com/u/16909290/Untitled-1.png">
    
    And yes, the array borders stretch passed 3x and there is no "&" symbol in the text file until the very end.
  • A built in array editor would be reaaaaally nice. All my efforts to create one have been halted by broken commands.

  • Hey everyone.

    I asked a friend of mine to program up a sprite sheeter like this and I think this might be useful for some of you guys on here.

    Basically, you load up a folder of sprites (for instance, exports from a program like flash, photoshop, after effects or a 3D render), specify the start frame, end frame, columns of each animation in the folder, then press the button and presto, each animation is made into it's own sprite sheet. You can also save the animation list in case you make changes to your animations or have other characters with the same animation. It's way quicker than doing one sprite sheet at a time, especially if you have 18+ animations for 10+ characters (in that case, do it 10 times or 180 times, your call).

    Check it out, if you've got any suggestions for it, let me know and I'll forward it to the respective party.

    http://dl.dropbox.com/u/16909290/ImageStitcher.zip

  • Just include the maximum amount of frames, allow the user to put in however many frames they want, then specify the start and end frames. Then just control the flow of the animation through private variables.

  • Can an edit box have private variables or am I missing something? It allows me to put it in, but when I debug it just lists the text in the box as the private variable.

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  • with the text manipulator the "For Each Substring" appears to not work. That is kind of holding up progress a bit.

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Horrendous Games

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