nimos100's Recent Forum Activity

  • Maybe someone can help with this or have some idea to what might be wrong as I don't have a lot of experience with XDK and can't seem to find any information about it.

    I made a project in C2 which only contain two sprites and no code what so ever.

    I then export this using standard cordova settings:

    In XDK I use the "Open an intel XDK project" and it opens the project fine, but when I go to simulate and try to use an Apple device, doesn't matter which one of them. It gives the following error:

    Im not really sure what the problem is, there are no problem when testing on Android devices. Anyone know why the error occurs and how to fix it?

    Using XDK 3522

  • You should be able to do it like this.

    On Mouse click Pick Pointer
    
    -- Pick all Pointers   -> Set Pointer.active = 0
                                            Pointer.Animationframe = <whatever it needs to be>
    
                                       -> Set Pointer.active = 1
                                          Pointer.Animationframe = <whatever it needs to be>
    
    [/code:1d3ona86]
    
    added:
    Here is how it looks in C2:
    
    [img="https://dl.dropboxusercontent.com/u/109921357/Menu%20picking/Menu_picking.jpg"]
  • Guess this is related to picking objects, however there are loads of ways for picking stuff and without knowing exactly how you are trying to do this, its fairly difficult to give advise. So think you need to be a bit more specific in regards to where the problems occurs.

  • Hello, I'd like to know if there is anyway to have something working like RPG maker where you set up a list of actions and execute one action at a time. I really can't find how to do that without having some hard time having to test each condition end. Sometimes, it's not even possible.

    I haven't tried RPG maker, so might misunderstand your question as they might call things different names.

    But in C2 an event refers to something that contain actions and each event is it's own. So an event can have many conditions which determine whether the event run or not in the first place. Just as it can have many conditions, an event can also have many actions and these are the ones that actually do something, like moving units and so on.

    Once the conditions of an event is met all actions are potentially executed in the order in which you add them, the reason I write potentially is because you can have sub conditions that can be used to only trigger certain actions.

    Unless I have misunderstood you, what you want is to test specific events. Which you can do by simply adding a condition, such as when a certain key is press it should execute the actions in that event.

  • I need to give this shape a collision polygon (see attatched image below).

    http://imgur.com/a/twokX

    The black parts will not have collision (the player walks through those areas). The parts that are not completely black need to have collision so the player can collide with them. How do I make a collision polygon with 4 separate boxes to cover those areas?

    If its a single sprite then you can't as the collision mesh always have to be connected. A way to solve that is to have a collision mesh layer so to speak, which are separated from the actual graphic. So on this layer you only have collision objects that you can arrange so they fit with the graphic layer.

    Another way, and maybe the most obvious choice seeing that you are using squared graphic objects, would be to use tile maps, as it would be faster and more performance friendly than using sprites.

  • hello everyone I been working on my game Reload ()

    for 6 months and it is my first game so I made a ton of rookie mistakes like having a large amount of events and huge sprites and now that I am working on later levels and my loading times on my test game is getting longer and longer right now it is like 40 seconds which may not seem long but when you are making tiny changes to the enemy actions then testing the game to see if it worked it it is very frustrating. so is there anyway to reduce loading times does C2 load everything at once or does it load one layout at a time?

    137 mb memory use isn't that bad, depending on the size of the game of course But it shouldn't give loading times of up to 40 second I think.

    In my experience what can really drive up loading times are audio files, so if you have a lot of those you can remove them and simply add them at the end, maybe just replace them with some very short ones so you can add the functionality and easily replace them later on.

    However it seems there is a bug or some weird handling of audio files in C2 (Not confirmed) but if you for instant add a big audio file, lets say some background music and tell it play you will experience higher loading times, however simply disabling the event that plays the audio will not improve loading time, neither will removing the event. You have to delete the actual audio file from the project, before you will get any improved performance when it comes to loading, it seems.

    So maybe replacing such files with 1 s empty sounds until you are done with the game could be a solution. That might be your problem if you have lots of audio in your game.

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  • You are using the path finding a bit wrong.

    The way you can think of the path finding behaviour is by following these steps:

    1. Find path

    2. Path found -> Move along path

    3. Path not found -> do something else, could be to try to find a new path or whatever.

    Find path

    This is something that is handle in the background of C2 so your game will actually continue running while the path is found (calculated)

    Therefore you would normally use the "Find path" based on some conditions, like a unit having reached its destination and needing a new path or you could make it trigger based on a state machine, mouse click if its a strategic game and so forth.

    Path found

    Once the "Find path" have found an calculated a path this event will trigger. The reason I call it a trigger is because you will notice that when you add it, it have a small green arrow to the left of it. All events or almost all event with such arrow are triggers, there are some events which look like they are triggers, but ain't (think its a bug). But as a general rule a green arrow means an event is a trigger. This means they will "activate" once a certain condition occurs, in this case it will trigger once a path have successfully been found.

    Since its a trigger it needs to be placed on the top level or as a starting condition.

    On path found -> <Do something>   (Correct)
    
    On Mouse click
            - On path found -> <Do something> (Not correct)
    [/code:2ag6mw6c]
    
    Typically once a path is found you want to use the action "Move along path" as it will make the unit execute the path it found. So a normal path finding setup would look something like this:
    
    [code:2ag6mw6c]
    1. Unit.Have_orders = False
        For each Unit                      --->  Find path (X,Y)
                                                 Unit.Have_orders = True
    
    2. On Path found                    ---> Move along path
    
    3. On path found fail             ---> Unit.Have_orders = False
    [/code:2ag6mw6c]
    
    [b]3. Path not found[/b]
    This is used so should a unit fail to find a path you can react on it. but it works the same way as On path found. 
    
    [b]Your game[/b]
    After reading the above, I guess you can see why yours are not working correctly. 
    
    1. You have added the find path in an every tick event. So it will try to find a new path 60 times a second. So you will "overload" it with trying to find new paths.
    
    2. The On path found trigger is placed in a sub-level of the every tick event. But since its a trigger it needs to be placed on the top level as a starting condition.
    
    For your map you really should look into using a tilemap instead of sprites. It will increase the performance a lot and will also make it a lot easier for you to work with when designing the map it self. Just add a solid behaviour to it and the units will collide with any painted tile of the tilemap.
    
    Hope that explains it a little and how to fix it.
  • Automatic update of function calls

    Currently when you have defined a function and later on might realize that you should have called it something else, you have to manually go through the code to find all the places where you call this function from. Would be useful if C2 could automatically do this as it does with any other object when you change their name.

  • Delete several local object variables at the same time

    Currently you are only able to delete one variable added to an object at the time, would be handy if you could select several of them and delete them in one go.

    Move several objects

    I know this have been suggested a lot of times before, but ill add here as well.

    The ability to select and move several objects at once in the projects window.

  • Smart family

    This is not a feature in C2 so should be considered a feature suggestion maybe for C3.

    This is basically a normal family, except that it will allow any combination of object to be part of it. An issue with the normal families is if you have features in your program that need to be the same for varies types of object then there are no other way than to duplicate code for each type.

    How the smart family would work is to check for similarities between the objects added to the family and only those which are shared by family members would be available. Since for instant UID is available for all objects, it could be used, whereas something like "Angle" might not be, and therefore it won't be available.

  • Reset object variables

    The ability to reset an object variables to their default values. Would be very helpful when working with for instant sprites that contain a lot of temporary variables for tracking things, state machines and so forth. Rather than having to do this per variable.

    Reset variables - Will reset all variables added to an object to the value they were by default.

  • NWjs 0.13.0 rc 2 seems to have fixed this issue.

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nimos100

Member since 23 Sep, 2012

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