InDWrekt's Recent Forum Activity

  • I am looking at it now. When I get done going over it, I will try to post an updated version with it working for you. That being said, I noticed 1 thing that will probably help you get a little further. You are disabling the platform input on the deselected character, but you are trying to use the simulate platform button pressed to move it. If the input is disabled, you cannot use the input to move it. That is why the monster is not following when the human is active.

  • Is there a reason you need the event to be a click or touch event. Those events are used specifically to take player input. I guess what I am saying is, trying to use a click/touch event without user input is the complete opposite of what those 2 events are for.

    If you just need an event to fire repeatedly, you should use either the "Every Tick" event, or use a timer with delta time. If I were you, I would look up how to use delta time and make an event that just fires every few milliseconds (or how ever long it is you want between each time the event fires).

  • I understand that, and I can see from your image it is a Sprite object. When you added it, did a window like the one in the image below pop up?

    [attachment=1:15l0fe4a][/attachment:15l0fe4a]

    This is the place you create the Sprite. Whether you load an image or draw one, this is where you would do it. If you just closed this window, the sprite is a blank image and you get the result you are seeing. If this window didn't pop up when you added the sprite, double click the sprite object in the right menu under either projects, or objects (circled in the image below). That should open the above window and allow you to create your sprite.

    [attachment=0:15l0fe4a][/attachment:15l0fe4a]

  • I would love to help out but, I think we are going to need a little information. Do you mean ALL objects, no matter what you put on the layout are not visible? Is it happening on every project you create? What steps are you taking to create the project and create the "invisible" object? Could you post the offending project and let me take a look at it?

  • queuethulu

    You might want to check if your mouse has it's own software running which changes the default middle click function. For example, Logitech has a software package called Setpoint which allows a user to change the default function for all mouse buttons. The default for the middle click is "Application Switcher" not "Middle Click" so when a new user installs the Setpoint software, their middle click gets messed up. I am not sure what your mouse is but, you may find a similar issue which is causing your middle click not to work here.

  • There are a few things missing.

    You are not registering the location the touch ended. In the events 32 and 33 System->compare 2 values, the touch.x is the initial touch location because it is in an on touch event, not the touch end location which would be registered in the on touch end event. This is needed to define which direction the player dragged their finger.

    In my example under event 2, I am storing the position from the on touch event so I can compare it with the position from the on touch end event. In event 3, I am using an on touch end event to get the direction. Because you are only allowing left and right movement, you will change that event to simply check if Touch.X (which is now the position the touch ended since we are accessing the value in the on touch end event) is greater or less than Block.X and move the piece accordingly. If Touch.X is greater, move it left. If it is less, move it right.

    [Edit] I just went back and read through your original post again and realized you are not just allowing for left right movement. So, you will need to look back over event 3 and learn how sub events 4 and 7 are defining the direction.

    Of course, if the above appears too difficult, you could always draw an on screen directional pad and wire each direction in the same way you wired in the keyboard.

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  • The answer to any question like this is always, "It depends." First, we don't know what you would consider "worth it." Second, if you are only placing your project on the Chrome store then, not matter if you are selling or getting ad income, you are limiting your income. In any case, my humble suggestion would be to place a free ad supported version and a premium paid version to max your income. You will get far more downloads on the f2p version and if people like it enough that they are willing to pay to be rid of the ads, you will get a little added income.

  • rwcatalano

    Glad I could help. As for your response saying option 2 sounds cleanest, I just wanted to float an example of option 1 your way:

    [attachment=0:1npriaet][/attachment:1npriaet]

    The image is all it takes to do option 1. I have included the cap so you can see it work.

    Not saying to change. The second option should work just fine for you and be more appropriate in your project. I'm just pointing out that the first suggestion is actually much more clean and compact.

  • Technically, if there are only the 2 options, touch the object, or touch the background, you could remove the on touch event for the background object and have a single on any touch event. This event would have a sub event for touching the correct object and an else sub event to handle anything else. This would remove any possibility of the on touch happening on the background object.

    If this is not the intended result, you could add a condition to your background on touch event that says not touching the object.

    I hope one of these suggestions works for you and good luck with your project.

  • I played the game as it is right now. It is a really fun game. I was highly impressed. I love the graphics. Although simplistic, it really adds to the atmosphere of the game. There were some intense scenes even for how short it is and the game play was, for the most part, very smooth and worked well. On of the things I like to see in a game is some sort of how to play built into it. The very beginning does a good job at teaching most of the mechanics. Great work so for guys.

    When I review a game I like to give some constructive criticism. There are a few things I think would help the game play a little. First, using items in the inventory. It was easy to figure out what to do, but in some of the more time intensive scenes, taking my hands off of the direction and jump keys to access the block I needed to jump high enough was a little irritating. I think 1 thing that could make this a little easier would be to have the attack key closer to the number keys so there was less distance to move to reach them. It didn't keep me from passing the area, just took a little more effort to do so.

    Also, the person you had reading the cut scene dialog was extremely difficult to understand and I really would have preferred to have the ability to skip listening to it. I am not saying change the person. If he is the voice you've chosen for the part, that is fine, just give the players the ability to skip the cut scene if they want to. Again this is minor but I am sure there are others who would like to be able to skip through cut scenes as well.

    All in all, I was really impressed with this project and can't wait to see more.

  • Perhaps you should check the forum before posting a duplicate question. This was asked just yesterday and I posted an answer here:

  • TeacherPeter,

    Chess engines work in a few different ways depending on the complexity.

    First, as you said, the computer needs to understand it's legal moves. This can be done easily enough by giving each piece a list of valid move offsets from their current location. For example, on an 8x8 board, and counting tiles from the upper left going left to right and then wrapping down to the next row left side (which a 2 dimensional array can model for you) a bishop can move (+/-)n(7) or (+/-)n(9) spaces. You would need to figure out how to define each of these moves and give the pieces the appropriate settings.

    Movement is the easy part, the A.I. is where it really gets fun.

    Because there are many different ways a chess system A.I. can be written, I am going to just outline a very simple one. For this A.I. all pieces need to have a value so we know what pieces are worth more than the others. Below is how I value my pieces when I play chess. This can be different but I believe this is a pretty common valuation:

    1 - king

    2 - queen

    3 - rook

    4 - bishop

    5 - knight

    6 - pawn

    The next step is to define how the A.I. will start a game or act when no piece is in range. Giving a set of random first moves is a good way to start. After the first play, when no valid attacks exist, you could have an aggressive A.I. set itself up for a run on the king. In other words, move a strong piece into an attack position. Or you could move a piece to back up another piece for a more defensive A.I.

    Finally, you would want to define the attack strategy rules. At the beginning of each turn, the A.I. needs to evaluate if a piece is in danger. If it is, it should check if it's piece is backed up and if the opposing piece is of greater or lesser value than itself (this is because a piece of greater value will not usually put itself in danger for a piece of lesser value). If no action needs to be taken to protect itself, then it should check to see if it can take any pieces and again, check if the other piece is backed up and if it is higher or lower value. After gathering this list of actions, both defense and offense, the A.I. would need to evaluate which move would be the most productive. Again here you could define if the A.I. is more defensive by backing up or backing off pieces in danger or if it is more aggressive by pressing the attack.

    This is of course a very simplified set of instructions but if you can get this to work, then you can look into implementing more advanced A.I. techniques.

    I hope this at least gets you a starting point. Good luck with your project.

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InDWrekt

Member since 19 Sep, 2011

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