Pode's Recent Forum Activity

  • The way you implemented the gesture detection is clever !

  • There's something I can't get to work : 2d arrays.

    How can you build two loops (one inside the other) to access (X,Y) cells in an array ?

    In other languages, you can do something like that (complete pseudocode...) ;):

    for i from 1 to 10

        for j from 1 to 5

            do something at(i,j)

    How can you do the same with Construct 2 ? (Since there's only one loopindex when you use a 'For each' loop)

  • FatRat : in cases like that, use the "Is on-screen" condition. Then, right click on it in the event tree, and click "invert".

  • What I have done, to streamline the process, is to design all my sprites with the same color for alpha transparency. When you design the game, you have that ugly color all around, but when you export the game, you can go to the "media" folder, take all the sprites in a go in Gimp or ImageMagick, and set to alpha color for everybody in a snap...

  • It's pretty nice. I don't thnik you can squeeze a lot more of improvements, but if you want, you can use the Randomized Array to do the shuffling automatically on start. (That's what I used in my Fifteen game sample).

  • R0J0hound

    It's very VERY impressive ! It's like a magician, when you see it, you're impressed, and when you know the trick, it is even more impressive.

  • Now, I just need to find a quick & clever way to know when all the tiles are ordred in the right order...

    If somebody has an idea...

  • I'm trying to make a Fifteen-like game (also known as Mystic Square and things like that).

    The link for the project : http://dl.dropbox.com/u/1412774/fifteenGameNormal.capx. That one uses a linear presentation for the tiles. Here's one which needs the Random Array (at least the first version of the plugin...) : http://dl.dropbox.com/u/1412774/fifteenGameRandom.capx

    I've recreated the simple barrel mechanism to switch together two values (here two tiles of the game). What's bothering me is that the player can make "jumps" across the board. I need a simple mechanism to prevent players to switch tiles that aren't nearby. Any idea ?

    Edit : at the very moment I hit the "Post" button, I realised what's the solution.

    So I updated the two files. They are know working as intended. Sorry everybody...

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  • The random stuff is clever, then !

    Thinking about that, removing the x/y offsetting and putting the sprite directly on the mouse position also works...

  • Okay ! I didin't think of that solution. It's a bit dirty, but quick. Thanks ;)

  • Yann: I really like your implementation ?

    I have a few questions about it, though. When you click on a Sprite, you are picking a random instance. Why ? Doesn't break the idea of finding the Sprite underneath the mouse cursor ?

    You also are using an offset for x and y when referring to "Self". In that context, which object is adressed by "Self" ?

  • Just to point a quick problem : you seems to have changed the namespace or something between the two iterations. I made a project with the first version you posted, and we trying to reopen it with the new version, I have a text box saying that there's a name problem with the plugin.

    I opened the project XML file, and saw that the first version was declared as something like :

            <object-type name="RandomArray">

                <plugin id="rL" name="Random Array" />

            </object-type>

    and the new version declares something like :

            <object-type name="RandomArray">

                <plugin id="rA" name="Random Array" />

            </object-type>

    Just editing the change inside the XML doesn't allows Construct to load the project. I reverted back to the old version for the moment, and when I have the time, I'm going to copy/paste in a new project, with the new version, but it's a little problem for the moment...

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Pode

Member since 3 Sep, 2011

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