Geo's Recent Forum Activity

  • OK rexrainbow, I looked into this thing some more. There is something that I can't understand, can you please have a look at this simple capx.

    Repro:

    1. Open capx and run the game.

    2. In the game, click the Continue button.

          - it says "You lose, 4 enemies still alive"

    3. Go back to Construct 2, on the event sheet there is a disabled action "system wait 0 seconds". Enable this action

    4. Run the game again

    5. Click Continue button

          - this time it says "You win, all enemies destroyed"

    This is what troubles me. The sprites should get destroyed before the function gets called, regardless of the wait 0 seconds.

    The function call just counts the enemies and displays a message.

    Can you help me figure this out? Why does the count return 0 with the wait, and 4 without the wait?

    Thanks.

  • Thanks Rex for replying. I don't understand what this SOL is, is there documentation on it?

    But anyway, I don't want the function plugin to work in a certain way, or to change this SOL thing. I just want to understand how it works.

    My testing indicates that the function call is added at the end of the current event "queue", i.e. the call will be executed last, and nothing will be pre-filtered, and no filter that the function does is kept past its scope.

    If that is not correct, please correct me.

    Geo.

  • Just use 'go to layout' on the same layout.

    Hey Ashley, while this works, a "Restart layout" system action would be nice and it would make the "code" more readable. I see this has been requested before, doesn't seem like a lot of dev work <img src="smileys/smiley4.gif" border="0" align="middle" />, I want to +1 this (add Restart layout system action). Thanks.

  • Hey rexrainbow, me again <img src="smileys/smiley1.gif" border="0" align="middle" />, been using this plugin HEAVILY in all my projects, I can't imagine life without it <img src="smileys/smiley17.gif" border="0" align="middle" />.

    Now I'm confused about something, and this is the actual ORDER of events and such. More specifically, can you clarify WHEN does the function get called if I place a "call" action?

    I would expect it to be "inline", but it seems it's not.

    Can you please clarify for me when does the function get called, and whether or not it does something to the "context" (i.e. picked objects etc).

    Even more specifically, if I have something like:

    Event button clicked:

        action 1: set variable "spriteCount" to 0

        action 2: call function "destroySprite"

    subevent for each sprite:

          action 1: add 1 to spriteCount

          action 2: textObject -> set text to spriteCount

    Event function called "destroySprite"

        action: sprite -> Destroy

    In the click event, I am calling destroySprite which should destroy my sprites. I would expect that by the time the subevent runs, sprites are destroyed. But actually they are not, they get counted etc.

    On the other hand, if I add a Wait after the function call, it seems that the objects get destroyed by the time the subevent runs.

    Am I getting something wrong?

    I can post simple capx if this is not clear enough.

    Thanks.

  • Bork bork bork, bork bork, bork bork bork bork bork!

    (= heh april's fool, nice idea, had some fun with this!)

  • Thanks guys for the feedback and everything.

    eyeliner: good luck, and keep us posted. I like to release "early and often", meaning that at some point I draw a line on the todo list and say "this is for this version, the rest is for the next" - and I just publish one version. I find this strategy works better for me than waiting to have the entire project "finished finished", all polished, everything in place etc. Most likely I'd never publish anything if I did it just the way I want it, because I don't have enough time and energy to spend on games (yet).

    Animmaniac: The stats are on the Kongregate game pages <img src="smileys/smiley1.gif" border="0" align="middle" /> approx. 1000 "plays" for both of them combined, one released on Feb 13 (1.5 months ago) and the other Mar 15 (2 weeks ago).

    sqiddster, Mivo: I agree with Mivo that it's the same as with all stores, portals etc. You get most "plays" (views, downloads etc) while the game is on the "new" page, then it just stalls. There are ways though (there must be <img src="smileys/smiley4.gif" border="0" align="middle" />) to get past this too (social stuff comes to mind, like facebook sharing of achievements etc). Will have to look into that.

    It's definitely worthwhile sticking with it, it's a learning process and there's so much to learn. I think it is possible to make a living, and even a fortune <img src="smileys/smiley4.gif" border="0" align="middle" />, I'm just a few orders of magnitude away, I need to find a way to scale this a few times. This game making craft is no different than any other craft, business, or area of life for that matter.

    BrowserQuest looks great, I see it for the first time, I'll have to finish it some day. It reminds me of World of Warcraft. Thanks for the link.

  • It has Fade behavior, look at the behaviors.

  • Right, sorry about that. Try this:

    mediafire.com

  • Here's something that might help you.

    Several sprites some of which have Inventory flag, how to highlight them

    woofiles.com/dl-296158-1uea3Ydd-inventory.capx

  • - I just want to know someone that already have a app builded in Construct 2 running in a iphone, ipad or a android phone...

    Hey paobrasil, I published a C2 game on Android Market, packaged it with PhoneGap, found it relatively easy.

    Here's the link: Kids Chess Logic Puzzles

    Good luck and let us know which way you go and how it turns out.

    Edit: I think I was the one who published the first ever C2 game on Android Market, on Jan 20 2012 <img src="smileys/smiley1.gif" border="0" align="middle"> if there was a badge for first games published on some portals or markets, I'd have one <img src="smileys/smiley4.gif" border="0" align="middle">

  • [...] eyeliner: I think it's quite ambitious. My goal is to make $1 <img src="smileys/smiley4.gif" border="0" align="middle"> then I'll see where I take it from there.

    [...]

    I'm hoping people will start sharing their success stories (however little) at monetizing games, inspiring others to do the same. I for one will <img src="smileys/smiley17.gif" border="0" align="middle">

    [...]

    Cheers!

    Hey guys, bumping this thread to share my success story <img src="smileys/smiley17.gif" border="0" align="middle">, officially I reached my first goal to make $1 from games.

    <img src="http://img341.imageshack.us/img341/2706/onerd.png" border="0">

    Just made it from Kongregate ads from the two games I published there:

    Chessnut Episode 1

    Chess Logic Puzzles

    This is a great achievement! <img src="smileys/smiley17.gif" border="0" align="middle"> and I hope it will inspire others to start taking this seriously. In some circumstances, $1 is worth more than $1000. This is one of those circumstances.

    Good luck everyone! As for me, moving on to the next target: $10.

    Cheers!

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  • If you mean that only inventory objects should be visible, maybe something like this:

    Event:

    mySprite->Is boolean instance variable set (isInventory)

       Action: mySprite->Set visibility (Visible)

    Event:

    mySprite->(NOT)Is boolean instance variable set (isInventory)

       Action: mySprite->Set visibility (Invisible)

    If you mean to highlight the Inventory objects (that perhaps you can move around, like in Electric Box 2 (space key) or Chessnut (Flashlight function) ), that's a bit more complicated, I can show you how I did it if that's what you mean, just let me know, write Geo in your reply here and I'll post a simple capx.

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Geo

Member since 16 Dec, 2011

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