Bootreen's Recent Forum Activity

  • <img src="http://hexacat.com/images/Yoda.JPG" border="0">

    Underestimate don't the power of arrays, young padawans! <img src="smileys/smiley4.gif" border="0" align="middle">

    Entry:

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    Used examples (heavily commented):

    Sample programmable robot

    Sample 2D level editor

    P.S. All grammar mistakes in the video are provided by the Russian secondary school.   <img src="smileys/smiley9.gif" border="0" align="middle">

    UPD: Corrected mistakes, polished sub timings, changed one of the soundtrack themes due to copyright issues. Now it's even more funky. Enjoy! <img src="smileys/smiley1.gif" border="0" align="middle">

  • I know - I was forced to use this method on the layout's start after finding that bug.   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • New bug found.

    Sample capx

    Step by step guide how to reproduce it:

    1. Create new project, add an array to layout, set the dimensions of the array, add any events to the sheet (optional), save project, close project, reopen project.

    2. Make changes in the array dimensions via object properties window (btw, there's little sub-bug - object properties changes don't make save option available), make some changes in the sheet to enable project save, save project, close project.

    3. Reopen project. Ta-da! Array changes didn't saved.

  • I've encountered the bug:

    Very big whole numbers don't appear to be WHOLE

    For example 1010100005 (even if you don't calculate it and assign to variable directly as number) is showing by C2 as 1010100004,99999

    Look at the given example: BigNumbersBug.capx and try to increment and decrement test number.

    I suppose this bug is located in the C2 real/integer types' conversion method.

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  • Opera 11.64

    25-27 fps

  • Hi, folks.

    I?ve decided to show my first prototype because I?m working alone and almost nobody in the my nearest circle doesn?t understand what I?m trying to do. Even worse - the only man who understands (my friend-programmer) is saying that choosing C2 for this project is like trying to kill somebody with a toy gun ? possible but very perverted. :) Maybe he?s right a little. But I urgently need a support from the C2 community ? not only things like ?Wow, dude, how did you do all this cool stuff??, but some healthy critics too. So I?ll be very pleased with any response.

    Well, let?s start.

    Ecodigger

    <img src="http://hexacat.com/images/ecodigger.jpg" border="0">

    This is Ecodigger Engine prototype. It?s not a game yet, even not a complete engine for it, but already a solid framework for its further development.

    Tiles represents various soil types ? wet and dry soil and sand, rich (fertilized) soil, water and rock. Despite this is not a final sprites' version I need to know ? can you discern various soil types one from another intuitively, without the hints? Or not?

    Engine has three basic modes: Level Editor, Physix and Debug.

    A. In the Editor mode you can delete (left mouse click) or change (right click) tiles. All physical calculations and actions in this mode are frozen. All the perimeter tiles are locked for the changes.

    B. Physix mode activates tiles processing. Currently it?s able only to drop water tiles to the empty spaces (and infiltrate it through the sand), to find tops for water basins and to find water filled neighbours for water and wet sand tiles (wet soil currently doesn?t count because it has a different behavior ? to store water, but not to share it like wet sand).

    You can delete and change tiles in the Physix mode as well.

    Nearest ?to do list? for Physix:

    1. Calculate water pressure for all linked tiles in the single basins.

    2. Distribute water from high-pressure to low-pressure areas.

    3. Sand and soil moistening (not only down straight, but in the every possible directions) due to a pressure gradients.

    4. Water levelling.

    5. Tiles drowning in the water.

    6. Tiles gravity (it?s done already, but temporarily turned off, ?cause it should run after the all water processing).

    C. In the Debug mode you can see tiles values, tiles? IIDs for water basins top (small green number) and waterlinks (tiny red arrows). You can increase a delay to have a time to catch transitions between different phases. You can also export current level to the JSON-string.

    Important note: all sprites you see doesn?t move or do something at all except changing animation frames and handling mouse clicks. All variables and calculations settled in the 2D-array 24x17.

    I don?t think it?s a good idea to disclose caproj-source until the work is done. Especially due to constant changes (here you can see a 5th generation of Physix already) ? I?m afraid that current version will likely bring more mess in your minds than good examples to learn to. But I'll gladly answer to all your questions and can share any tricks you ask. :)

  • Hi there!

    I'm Alexei Butrin (pronounced as Bootreen) from Russia. I�m working on puzzle prototype called Ecodigger. I think SC2 is just great and suits for my needs perfectly so I decided to buy it. The main idea for Ecodigger is to create tiled world with complicated physic rules � gravity, water pressure and levelling, water infiltration into the soil and so on. Player will be able to dig tiles to reach various treasures below and grow plants to fix friable soil and gain vital resources for further work: food for fatigue removal, compost for fertilizing poor soil, etc.

    Right now I don�t have much to show � I�ve stuck a little with water pressure and levelling calculations, but sure I can solve this in a few days. But I �invented� already very plain and simple way to create and operate tiled level via array object, wrote robust level-editor with import/export to JSON-format and added some primitive physics to prototype � gravity, water merge, moistening and rough water levelling. I also created a simple debugger which helps me to find bugs and fix it.

    Current prototype version is available at hexacat.com. Left click deletes tiles, right click changes tile types consecutively. Right, left and bottom borders locked for edition.

    When the physical part of the prototype will be ready I plan to create a series of tutorials for those of yours who also creating tilegrid-based games.

    Sorry for possible mistakes � my English isn�t good enough yet. Hope I can find a friends and like-minded peoples here and practice in English too. :)

    Sincerely yours, Alex.

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Bootreen

Member since 21 May, 2012

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