abhishan's Recent Forum Activity

  • "The Store" is a great move I believe. All of a sudden, Scirra is no longer 'feeling' like a start-up but a well established mature company.

  • TokenCount returns 1 more than the number of tokens in a string. If there are no tokens, it returns 1. I guess this is related to this closed bug. I am on C2 Beta R87 64 bit. Capx for testing is attached.

    db.tt/zuwMFZb0

  • Well... i just copied it to my server and... it doesn't work anymore LOL! :D

    Maybe there was a php update or something that broke it, i really have no idea wtf is going on but i'll look into or write a new one once the XML object can write data back.

    It didn't work for me too, until I changed "$HTTP_GET_VARS" to "$_GET" based on this link

    Only one issue though:

    I am running WAMP (localhost:90) and C2 preview starts in localhost:50000. The PHP files are on port 90. When I run the capx preview from C2, it sends data to the server & writes it to the file. BUT it doesn't read back! It however works properly, when I export the game as an HTML5 website and place it within WAMP. Any ideas what's happening here? I am on C2-R87 Beta.

    Thanks!

  • I'm having the same problem as cs2curious.

    If we just go by the family example that comes with cs2, how would we give each of the 7 different enemies their own health value? If all code is being told is that the laser has collided with "a member of the 'Enemies' family", I want to say "-100 from it's health" but have the starting healths all different. I'm thinking it should be something like "-100 to [family].member.'health'"?

    So far I've just copied and pasted a heap of times but if I can find out how to do this it would save heaps of work.

    Blam,

    I haven't tried this, but I guess what would happen is that the correct value would get deducted from Health. You just need to have [Family].Health.

    In the Event, when the 'Laser' strikes the 'Family', the individual member instance would get filtered from the entire set of [Family].[Members].instances.

    Also, see the remark I added a while earlier on easy usage of Families.

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  • A Simple way to use families:

    1. Add your sprites to the game (say all your "Enemy" sprites)

    2. Create a Family called "Enemy Family"

    3. Add all the enemy sprites to this Family

    <Key Part below>

    4. Add instance variables to your Family. Each variable will now become available to the individual members in the family

    5. In C2, you need to have at least one instance on the layout (maybe outside the view) to be able to create them on runtime. Make sure you have at least one instance of each of the Enemies created on the layout

    6. Edit the inherited instance variables of individual members in the Enemy Family. You will notice that each member retains the value set to its instance variable.

    Eg: 'Health' is a Family variable. 'Health' for EnemyMemberA can be 100 and for EnemyMemberB can be 200.

    Even when you spawn individual Family Members at runtime, they will get created with the initial set of individual values for the instance variable.

    Hope this helps.

  • This is definitely a much desired and important feature to keep event sheets well documented. Delighted to know that this will be out soon...

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abhishan

Member since 12 Feb, 2012

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