Yaottabyte's Recent Forum Activity

  • Seems to be interesting idea, but sadly due to bugs i was unable to see its potencial, maybe i lacking of some FX you used there...

  • Arima, you right! hehe.

    , sorry for bother your post, anyway this is a looking good game!, keep Constructing!!

  • Hi guys tulamide, zyblade, thanks for comments, well I just want to share with community my examples, I have a lots still to share, this one is been used in my current project "Deep Space"... while this can be useful comments may lacks, but I'll thanks any comments... espect community appreciate this...

    Thanks!

    ^_^

  • Arima, I'm too interested on that 'Loot Pursuit!' of yours, in the good sense. My next project after finish 'Deep Space' will be an RPG engine based upon D&D rules for DM's design their adventures.

  • thanks Gelidaer, well just yesterday i added a nice starfield, coming soon more vids... upon complete another factions...

  • Good! tulamide, i like your FXs they helps me a lot...

    Thanks! you go for my credit list, hehehe...

    ^_^

  • At least the game is some complete to show something...

    Still a lot to do, this is simply a piece of big puzzle, i'm alone in this and working hard to complete it. Thank for watching!

    Well, this is the first video about my 2 years-old Construct Classic proyect, "Deep Space: Awakening of war".

    This is a scifi 'massive' topview RTS.

    Humans fight for last habitable planet and Evox for the chance to acquire the perfect genetic from humankind, Technocrats are lost into the void of space and nobody knows when they strike back. Finally an ancient race waits to strike back in safety of universe, all is ready for the awakening of war...

    Fight side by side with the commander Richard Fox and Human Space Army, or join the swarm and conquest the human genetic for the Great Conscious, or may be, listen to the call of the Ancient Dragon and defend the cosmos united with your blood brothers, the Nogaris.

    Note: video looks some slow because my screen recorder... I espect you like it.

    ^_^

    [TUBE]http://www.youtube.com/watch?v=xuFVNngDnYg&feature=player_detailpage[/TUBE]

  • Maybe you must to paste the S plugin to the CC intall folder, you already try that? thats sometimes happens to me with a plugin folder when it is missing on the install folder of CC, no matter if is r1.2 or r2...

    EDIT: check all plugins used into the .cap are properly installed. And remember if you have open CC when installing new plugins must close it and restart it again, to change take effect.

  • It looks nice congratulations Wolod, i like grass effects... i'l gonna test deeply later...

    ^_^

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  • Hi There is a couple of examples and tips about usage of HashTable Object.

    * Sometimes you asked, how to create dynamic vars or local vars, well there is a way to do that. Right with hashtable object.

    The first you need will be an Function object, obviously from where to call your routines and where to put the local vars.

    At start of your 'on function' condition, using the 'Checks if exist key' condition but negated, you ensure the new var or 'key' isn't being used, once this checks availability, then create the new var with 'insert key' action, giving name and initial value. Afterwards you may use your local as you desire.

    At the end of the function, if you dont like save locals then use the 'delete all keys' action to clear the locals Hashtable.

    Picture below shows how looks the event sheet.

    <img src="http://dl.dropbox.com/u/74660811/Tutoriales/hashtables/hashtable1.png" border="0">

    This is useful when you don't desire to have a lot of globals.

    * Other particular usage for hashtables what i recently applied is, when trying to do a techtree system. this is a cheaper techtree system what i designed, using hastable.

    Well, first i do need is to clearify my concept about techtree. this is, techtree i could define it as a set of abilities or skills inside the game those player gets access when reached some requirements, lets see the example below:

    <img src="http://dl.dropbox.com/u/74660811/Tutoriales/hashtables/techtree_example.png" border="0">

    In the picture you may notice my idea of a techtree, in that sense, we could say, experienced skill needs medium skill 1 at level 4 and medium skill 3 at level 2, in order to player gets access to that skill.

    Well, we may define for each skill, item or key a 'key' inside the hashtable, in this case i called it 'Playerdata' the hashtable, too i stored a key with the name list of each skills this with access purpose later. We'll need too an extra 'key' for requirements for each skill 'key'

    Next, we need a function to call for check the techtree, every time a new skill is granted we need to check for the techtree unlocks, lets see the event sheet to try better understanding.

    <img src="http://dl.dropbox.com/u/74660811/Tutoriales/hashtables/techtree_example_eventsheet01.png" border="0">

    <img src="http://dl.dropbox.com/u/74660811/Tutoriales/hashtables/techtree_example_eventsheet02.png" border="0">

    I espect this be useful... any question post it

    ^_^

    EDIT: After some fixing here is the .cap if you want give it a try... get fun.

    The .cap

  • I thumb for tulamide's idea, remember 7soul, you may add some private vars to the text object, just like an 'owner_id' or 'phrase_id', then pick them by that private, then maipulates it, just like move, resize, etc....

  • Hi, this is a simple TextInput using the Text and InputSystem objects, this is an altenative to native windows editbox included with CC, it has some issues because still i'm working on to improve it. Any way here is the basic idea... enjoy it and have fun!

    ^_^

    .Cap file

    EDIT: if some error loading the .cap file, probably you need this from sglorz

    InputSystem Plugin

    2)EDIT: file is changing constantly so be aware of version you get... i'll try to keep the track of .cap version.

    Just now is over version 1.01

    im keep working on!

    3)EDIT: the final cut now is something functional, still need fixing, version 1.02

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Yaottabyte

Member since 29 Jun, 2011

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