babyjeans's Recent Forum Activity

  • > Steam Controller only registers as a Gamepad when used to launch a game via Steam through Big Picture mode.

    >

    Has this worked for you with a C2 game? (Because for me it has not, would be curious what you did)

    I haven't. I actually meant that's the only way they work at all. C2 might have additional problems preventing it from working, but as far as I know when its in GamePad mode set from Big Picture it should behave like a 360 Controller and games are none-the-wiser.

  • Steam Controller only registers as a Gamepad when used to launch a game via Steam through Big Picture mode. Is this how they're launching the game?

  • From my understanding, it's difficult to mix / match movement types like this. You might want to, instead of using 8direction + physics, only use physics and give the player an "impulse" when a movement key is hit via events.

  • rexrainbow - thank you for that. That's a good base for what I intend to do, and your ridiculous wealth of plugins is definitely a good learning tool! I think I can handle it from here, though may PM you if I have some questions with the SDK.

    newt - not sure exactly what you mean, but a custom plugin or behavior are probably both capable of doing what I wanted to do.

  • Okay, so what I think you might want to do is create an Array and call it "Deck."

    In your Family with your 32 different cards, add an Instance Variable to the Family called "CardID"

    On each of your cards, set the ID to a unique number (0 - 31 works great)

    Set Array's Width to "32"

    When you're dealing, you want to pick a Random number between 0 - 31. Using this number, check if Deck.At(Number) is 0, if it is, deal the card represented by the ID, and then set Deck.At(Number) to 1.

    Since you're marking the card ID as Used, you shouldn't get doubles.

  • Your #2 I suppose is what I was curious about more. I thought maybe I could make a plugin that lets you associate 3 Objects with it, representing each end cap and the "filler," and have the plugin manage most of the "increase / decrease" size logic rather than balancing it with events since it was about a dozen events and ~50 actions total to get that functional vanilla.

    I think I struggle mostly with not being able to pass around Object Types (like passing a a generic "create object" function an object type to create). I'm learning some workarounds to make that sort've thing easier and more natural to my mindset though. I think it's just adjusting to not having pointers.

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  • I actually had your plugins in mind when I was thinking of "the appropriate" time as you do seem to just fill holes in the feature set. I like this as a guideline for deciding. I had a mental back-and-forth about where at some point it didn't make sense to be using Construct 2 if I were just going to write plugins for everything, but I still do want to take advantage of it.

    As I'm gaining more experience, I'm coming up with little "paradigms" for common things I'm setting up - but sometiemes I just have the desire to make "boiler plate" algorithms easier to write.

    Anyway, thanks for the reply!

  • Coming from a professional C++ programming background, I thought I'd give Construct 2 a shot to see how quickly I could create something decent. I've been quite surprised with the results I've got in the two weeks I've really sat down and used it, but lately have started to wonder at what point is a solution better solved with a custom plug-in rather than using the event sheets? I've noticed there's a few third party behaviors and plugins that make it more convenient to achieve some more complicated behavior that could've been solved with event sheets - just not as easily, so perhaps I should consider writing more of those?

    For instance, in my game, you're able to construct platforms / conveyor belts which you do via dragging a strip. It was rather complicated using events to maintain an array of pieces so I knew where to move the end caps, and what "group" a piece of a conveyor belonged to (as you can swap their directions, each "piece" needed to know about the "whole" it made up). In hindsight, it probably would've been easier to write a custom plugin representing a "multi-sprite object strip" for my needs.

  • One idea might be to give every card type its own ID and creating an Array object with the width the same size as the amount of cards you've got. Once you've played a card, set Array.At(cardIndex) to 1... checking if its already 1 before playing the card.

    Clear / Reset the array between deals

  • GameMaker or Unity3D would probably be a good step. I say GameMaker because GML is slightly more forgiving than C#. I haven't had much experience with UE4, though I hear its Blueprints system is all visual scripting if you're more interested in continuing that path... otherwise, you might need to dip your feet into some C++, and that's really stepping up the difficulty there.

  • Right - it's not listed on there. So I can assume there isn't one then. Bummer.

  • I did a quick search but nothing came up, I fear there may be no hotkey for it - but are there any keys to expand / collapse the Event Tree in the Event View? i.e., hide/show subevents

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