LukeWolf's Recent Forum Activity

  • Video update for v1.1.2-alpha:

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    Discord community:

    discord.gg/wnJGPW

  • Nagval333 This is the first time I've heard of a game being stolen, especially around here. Usually game designers are too focused on bringing to life their own creations. Good work protecting your stuff, well done!

  • Hello my awesome fellow Construct community people!

    I have released a shareware alpha version of my Chomp 'N' Cheeky game. You can play it here:

    Click here to play Chomp 'N' Cheeky (Shareware)

    This is the shareware, which means that I am allowing people to play a portion of the game for free. The shareware version is currently in browser. The full version is not released and is still in development but will be available on desktop before I optimise it for mobile.

    KNOWN ISSUES

    This version is currently alpha so please expect the following:

    1. Currently no sound or music. This will be added but I am not ready to do that yet!

    2. The graphics are not final. I plan on enhancing the graphics once I have completed adding all features and content in the full version (I will also be looking for graphics designer to help me out here).

    3. The game play is complete but still open to enhancements where needed.

    4. I do not have any plans for multi-player because this is my first commercial game.

    5. If you find any bugs, please use the in-game bug report form to report them.

    6. Only compatible via PC at the moment. Mobile compatibility is planned after full version is complete.

    7. It is recommended to view the game in full screen!

    SUPPORTING ME

    I am streaming live development work of Chomp 'N' Cheeky weekdays starting 9:00AM on Twitch for 7 hours up until 4:00PM Australian Sydney time. Your support would be much appreciated!

    Click here for my Twitch channel to support me with your contribution live and daily!

    Note: I started streaming on the 8th of July. I do save recent broadcasts, so feel free to check out my VODs there if you want to catch up, but you can also tune in between 9:00AM and 4:00PM Monday to Friday Australian Sydney time to be with me while I work on the game!

    Click here for my Twitter to get regular updates!

    Click here for my YouTube Channel to get video updates!

    Note: I have not yet uploaded any videos on Chomp 'N' Cheeky yet, but I will be uploading a video soon to log a video update on a minor release I did last week. The two videos I currently have there are reviewing someone else's video game which I was doing before I started streaming. It might be something I do on the side to help other game designers as well but I need to get more organised before making that decision.

    Just following me is much appreciated, especially on Twitch since most of my content is on there.

    PLANS

    Currently, I am still enhancing the shareware version of the game before continuing level development in the full version.

    There's a lot of people around this forum that I want to thank for their help. I plan on adding their names to my game's credits feature when I get around to making it. I will be in touch around here looking for certain users' permission to put their name in the credits (even if it's just a forum username it's fine).

    If anyone else is streaming Construct developing their games, please let me know, I'll be happy to support them too as much as I can!

    I hope you lovely people enjoy the game!

    Any questions? Just let me know!

  • Please allow us to add thread labels or prefixes - for example in the How Do I forum, you could allow thread authors to add a prefix for their thread like "need help" or "solved", etc. This would be editable only by thread authors and moderators+.

    Tagged:

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  • Thanks FromChris. I decided to do that anyway. I just thought there would have been a different way to do it. There doesn't appear to be any system condition that checks what layout the game is on. You have to track that with a variable then check it.

    Appreciate the help from both of you, thank you!

  • Thanks Plinkie. That made a lot more sense.

    I just have one more question then - How do I keep the variable updated then?

    For example my levels go like this - "Level_<number>" How can I just set the variable g_level which is a number variable to the number after the _ in the layout name?

    First of all I would need to check to see if the player is on a layout starting with "Level_" then if so, set it to the number after the underscore. I'm hoping to have a condition that checks this as an expression and then have an action that would set the variable to the number after _ - but I don't know how to do that.

  • What's an efficient way to change levels?

    In my game I plan to have 100 levels. So far I have designed 22 levels.

    Before the player goes to the next level, they will see a score screen for the level they just completed.

    I have hardcoded checking a global variable that stores the name of the level they were just on, and then going to the next layout.

    But when you plan to put in 100 levels, having 100 lines of code just specifying the layout to go to makes me feel yuck and I'm convinced there's an easier way to do this.

    I thought that perhaps I could change the levels to just numbers and then set an increment the numbers where needed but the problem is I cannot "go to layout (by name)" just by setting the value to my global variable number that keeps track of what level the player is on. It has to be a string.

    What's the best way to do this where I don't have to put 100 lines of "system g_Level = "Level_<levelnumber>" - System Go to Level_<levelnumber>?

    Tagged:

  • Ahh, I know what's causing the infinite loop. I created this:

    i.imgur.com/wAnekPp.png

    So when I disabled i_CurrentDirection = i_TargetDirection condition on Change_Chomp_Direction it exceeds the call stack.

    I've had a look at your example. Unfortunately my project is too complicated to restructure around that at this current point. I will look at major restructure options because I do believe I could clean a lot of this up, and I could use your help with that of course, but at the moment with the way I have designed my game, this is the only thing I need to do for enemy AI so I can finish all of my levels off.

    What I've done is re-enable the disabled condition and disabled the event that was causing the infinite loop (I'll probably end up deleting it). So now he is back to only getting stuck if the tile checker sprite chooses a direction where an obstacle already is. It seems like he is picking an unsuitable direction after it gets deleted from the array.

    I think it's best if I send you my project so you can see all of it properly so you can tell me what's going wrong here. I know I'm really close to getting this right, I just keep making the wrong turn with it so I don't think it will take too much of your time.

  • Sorry for being so vague with my events Stan.

    I am using the tilemovement behaviour. It is core to character movement in my game.

    However, I found what the problem is. It is this:

    i.imgur.com/XLWJXSU.png

    Because Chomp's current direction is not facing the target direction, they are not matching and because of that, this event does not run, hence he gets stuck.

    So What I did was disable this event to test it, but then this happens:

    i.imgur.com/RY0x0tL.png

    And then two things happen:

    Chomp spawns then does not grow or Construct crashes to the desktop with no error message.

    This is really irritating because I can't replicate this issue in a fresh project in order to make a bug report but this only happens when I disable that event condition. I don't really feel like posting my whole project and events in a public repository just for Ashley to see what's going on and fix it.

    I may have to look at a work around but I don't know how else to work around this issue at the moment. The most logical solution to fix it was to disable this event and it makes sense for it to keep working but I'm getting other problems happening. I may have to look at how this is impacting his spawning now. It's hard to ask to send this to you because I've already done that with my last problem I shared on the forum. :P

  • Thanks dop2000 but I think I am still doing something wrong here.

    It seems to be deleting the correct variable when it is not available but then picking it right after it gets deleted. Here's a screenshot of my events:

    This is where it deletes if it it's overlapping an obstacle then calls the function for the enemy to pick an available direction:

    i.imgur.com/vdzprmJ.png

    This is where it picks an available direction:

    i.imgur.com/fki1zHZ.png

    It deletes first then picks, I don't know why it's picking a deleted direction though.

  • I'm sorry for such a simple question, but I can't seem to find a straightforward answer to this.

    My AI enemies choose a target direction to face before moving.

    I have one tilechecker sprite that checks for obstacles before allowing my AI enemies to face and move in said direction.

    With that, I have an array where my enemies will keep track of all of their possible directions they can face.

    If the tilechecker covers an obstacle, they need to remember that they cannot go in that direction anymore so that target direction is deleted from the array before checking for another suitable direction until it finds a clear direction to start facing. This is to prevent enemies rotating to face a direction they cannot go in and look silly.

    I want my enemies to pick a random available direction that is in the array, but I am doing this a bit wrong I think.

    Whenever I set i_TargetDirection to random(enemy.IndexOf(enemy.i_TargetDirection))

    Instead of picking these values:

    i.imgur.com/F6OXtpg.png

    It picks these values:

    i.imgur.com/vig1hlI.png

    Or in the case of the above expression example it actually randomises the number like 0.5234523452345 and ignores the fact that I want to select from the enemy's instance variable.

    What's weird about this is I can choose to delete the value accurately with Self.IndexOf(Enemy.i_TargetDirection) on the array object. But how do I randomly pick a range of values stored in the array and not the element number? If I delete the element number, the element numbers re-count themselves and it changes, the values stored don't do this, and my enemy gets stuck going into an obstacle they can't move through because the wrong value was deleted from the array.

    Also for your information, the i_TargetDirection values mean the following:

    0 = idle (This is not seen in the array because it is not a value that is used to tell the character to face a direction)

    1 = right

    2 = Down

    3 = Left

    4 = Up

    Your assistance is greatly appreciated. Thanks!

  • Don't worry, I've created an object bank and it's so useful and makes it real clean, I think I'll do it for all of my games!

    I also hope this thread helps other people have a better understanding around object banks too.

    WRS dop2000 I can't thank you guys enough for the help you've given me. I feel like it's possible to complete my game now. Thank you so much!

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LukeWolf

Member since 14 Jul, 2015

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