Geo's Recent Forum Activity

  • Hey zsangerous, thanks for the feedback! I fixed the "locked" bug, thanks.

    Thanks for commenting on the graphics too <img src="smileys/smiley1.gif" border="0" align="middle" />, I guess that's how far my artistic spirit can go at the moment he he.

    Hope you enjoyed it otherwise!

  • if you do your event "every random(3,6) seconds" it won't do what you want, because random is evaluated only once in this case and then the "timer" is set on that value.

    You might need to use System.wait ACTION (not condition / event), and probably you need to modify your game logic a bit to switch from every (random) seconds to wait (random) seconds.

  • Hey friends, this is my newest MASTERPIECE <img src="smileys/smiley17.gif" border="0" align="middle"> it's got everything a good game needs:

    • bombs
    • aliens
    • fun
    • excellent STORY!

    Check it out on Kongregate

    Cheers!

  • <img src="smileys/smiley4.gif" border="0" align="middle" /> Thanks rexrainbow, for now everything is working as I want it to in my game, perhaps for the next I'll check it out, as I have a few ideas where it might be useful.

  • Thanks newt, I got it to work using the iFrame plugin!

  • Could be. But still, I want to do it. I think there is potential here. Think of it like this:

    * the user plays the game and enjoys it.

    * on the last screen (the well done, game over screen), you pop a message "thank you for playing my game, hope you enjoyed it bla bla bla, please share it with friends"

    Maybe 95% of people won't share it. But if 5% do, and everyone has some 1-200 friends or followers or whatever, and of those followers 5% click the link... it can get popular.

    So, can you show me how to add the AddThis button to C2 game? <img src="smileys/smiley4.gif" border="0" align="middle" />

    Thanks.

  • Hey guys,

    As I said before, Javascript isn't my thing.

    There's something called AddThis (http://www.addthis.com/) that creates buttons for virtually all social networks and such.

    Basically they give you some HTML code which you just paste in your html file and, believe it or not, IT. JUST. WORKS. PERIOD.

    This is a VERY POWERFUL tool. I think everyone should use this in their games.

    How can I integrate these buttons in my game?

    Thanks a lot in advance.

  • Coming back to this. I can post a "share link" or "like" button on my site without creating an app or getting anyone's permission.

    Why do I need an app with facebook for the facebook plugin to work? Am I missing something?

    Thanks!

    Geo

  • Ashley, exactly <img src="smileys/smiley1.gif" border="0" align="middle" />, then it means there's a "bug" in the documentation. The documentation says:

    • Wait(0) postpones until the end of the event sheet
    • Sprites get destroyed at the end of the tick

    In practice:

    • Sprites get destroyed before the Wait(0) resumes

    Conclusion:

    • The end of the tick occurs before the end of the event sheet.

    The conclusion seems weird <img src="smileys/smiley1.gif" border="0" align="middle" />, I think the documentation is at least unclear (borderline wrong).

    You are right, the Wait(0) trick (which I have a feeling is more of a side effect of the design, not something implemented on purpose <img src="smileys/smiley4.gif" border="0" align="middle" />) is useful and I hope you won't change it.

  • Thanks Ashley and newt for the comments.

    I knew about the wait 0 trick, i.e. that it postpones until the end of event sheet. That's how I got my game to work. I didn't know about the .Count though <img src="smileys/smiley23.gif" border="0" align="middle" />, it will make my job easier, thanks.

    HOWEVER: you say that the wait 0 will postpone until the end of the event sheet, and that the destroy gets the sprites destroyed at the end of the tick.

    Does this mean that the triggered actions (touch->on touched object) are run "on their own tick"?

    Is this sequence correct, or does #5 occur before #4? (in practice it does)

    0. First, Touch->Touched object is fired

    1. Then "Destroy" marks all sprites for destruction.

    2. Then comes wait(0) which postpones further actions until end of event sheet (according to manual)

    3. Then comes end of event sheet

    4. Then action continues after the wait (sprite counting)(as per the manual action continues here)

    5. Then comes end of tick (sprite destruction)

  • OK, I did even more investigation. This has nothing to do with the functions, it has to do with how the Destroy action works and what happens to the SOL.

    I opened another thread here, you can ignore my previous post. The same thing happens even without functions.

    Thanks again!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Just recently I encountered a strange situation. Although I think there is no bug here, I thought I'd share this so perhaps others can get a better understanding of this event system.

    Have a look at this simple capx

    On the event sheet there is a disabled action (system wait 0 seconds) which makes a big difference on the outcome, even if on a quick look, it shouldn't matter.

    <img src="http://img515.imageshack.us/img515/2079/eventsol.jpg" border="0">

    First of all, all "enemies" are destroyed. Then, in a subevent, the enemies are counted.

    Turns out that if you leave the wait enabled, the subevent won't find any enemies.

    But if you disable the wait, the subevent will actually find the enemies, even though the parent event destroyed them.

    This SOL thing is starting to make sense now, even though it can get funny in situations like the above.

    The Wait tutorial says:

    "The Wait action saves the state of the entire SOL and cancels the current event. When the wait time has expired, the entire SOL as it was is restored (minus any objects that got destroyed), and the event is resumed from the action following the wait action."

    So it mentions explicitly that the SOL minus the destroyed objects gets restored. But I wonder, should the SOL be updated on the fly when the destroy occurs? Because it gets weird in situations like the above.

    As I said, I think there is no bug here, i.e. things work as they were designed to. But I'm wondering, wouldn't it be more intuitive to update the SOL on the fly when the objects get destroyed, so that the wait action in the example wouldn't make any difference?

Geo's avatar

Geo

Member since 16 Dec, 2011

None one is following Geo yet!

Trophy Case

  • 13-Year Club
  • Email Verified

Progress

14/44
How to earn trophies