GenkiGenga's Recent Forum Activity

  • Hey Der,

    You have the inverse of "IsOnScreen", you could also use the distance from the player object for checking that things will be off screen. Lot of work for potentially not much gain though, I would do some basic tests to make sure you will get a noticeable difference before getting too far into it,

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  • Hi omnipaws,

    The whole project is very thoroughly commented to help you make changes but yes I am available for commission if needed (to modify this project or help with any other).

  • Hey Dark,

    Start with a global variable called 'CustomerCount'.

    All of your customers that come in should have a variable called 'Number' and another called 'Seated'.

    When a customer is spawned you attach a the Customer Count number to it and add 1 to the variable (so each customer has a unique number).

    When that customer sits down make the 'Seated' Variable 'Yes' or '1' to mark him/her as ready to order.

    Choose your way of using a timer, timer behaviour, dt, every X seconds etc and then pick a random customer like this (these are the conditions).

    Pick all Customer object (pick all is from the system menu)

    Customer object is seated (Click on the object and then compare the variable)

    Pick a random Customer object (pick random again from the system menu)

    (The above picks all the customers, then refines the search to only customers that are seated and then picks a random one of those to call for the order).

    The add the action to the conditions:

    Customer spawn object (Order bubble) at image point over the head.

    I'll definitely be buying, though I do plan to continue using C2 until they release a desktop version.

    Still not a big fan of the subscription but at the end of the day if the new model means that more money can go towards quality exporters and development then I can live with that.

  • MPPlantOfficial

    Some of the new features are nice but I agree, for now, there isn't a massive difference other than being tablet/phone friendly for development (if I had to commute for an hour each day though this would be a huge selling point for me - but I don't so it isn't).

    1 year from now I am certain c3 will be significantly better than c2 in terms of usability (and I love c2, that is an understatment). Based on that I think it's probably better to get used to c3 from the get go if one were new to the scene (instead of buying c2 and then switching over in a year anyway).

    I am hoping they add an option to buy c3 without a subscription at something like 5 times the yearly cost (or whatever seems reasonable to them). I would happily pay that much to not be 'on the clock' so to speak. Fingers crossed,

  • Tough question really. C2 is good enough to build anything 2d you want but you wont have the nice new features to come (including the easy exporting to mobile if that is your fancy).

    If $99 a year isn't a big deal for you I would recommend c3.

  • Hey Tri.

    On the projects window on the right hand side, click the object there.

    After that click and drag on one of the selected objects in the main window screen and they will all move.

  • Hey Kyatric/all,

    Just a heads up, WP 0 needs to have its id variable changed from 6 to 0 in order to follow the steps properly.

    I remember having a similar issue a few years ago trying to comprehend why my logic was failing without a 'for each' when it seemed to be working previously.

    I think a clearer example of what you are talking about is when you change the condition to : NPC.Target = Waypoint.ID

    (This way when it hasn't picked properly it is more obvious because the NPC's simply wont move).

    The answer I got from ramones back in 2013 was :

    "I think it's working as intended. I'll try to explain. When you have "Sprite2.number = Sprite.number" it loops through each Sprite2 and each Sprite and compares them.

    In your first example it's comparing them like this:

    Compare Sprite2(number 3) to Sprite(number 1)

    Compare Sprite2(number 2) to Sprite(number 2)

    Compare Sprite2(number 1) to Sprite(number 3)

    You see it's looping through them both in different orders so only Sprite number 2 matches and it's the only one that moves. If you swap the numbers 1 and 3 on Sprite2 then they will all move."

    So it seems it makes one pass without the 'for each'. If they are lucky enough to match up it works but it wont check against each object - just one of them.

  • Hey guys just stumbled onto these and thought I'd share it. Watching the Diablo postmortem at the moment. It's really interesting to see what problems they had and how the game changed during development.

  • Hey Treeves,

    It's late here so it might be me but I'm not sure exactly what you are after. Do you want to use one text box instead of many little ones? If so you can still display all the variables you want by doing it like this :

    "Type" & familyobject.Type & "Name" & familyobject.name & "Armour" & familyobject.armour & etc etc

    If you wanted this to only display for your player then you would have a condition that said 'Familyobject.Type=Player' (which picks your family object to be used for the text).

    If you can post a small example of how you have it set up i'll show you how if you like.

  • Hey Js,

    I just tried it and it works for me. Try and recreate it in a fresh project and see if it comes up the same again. You must have something in your events rounding it?

  • Hey Del, are you familiar with using layers and parallax scrolling?

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GenkiGenga

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