nimos100's Recent Forum Activity

  • This is an example from another thread, what you are looing for is condition (4), that's how you can check if something is overlapping a specific tile on a tilemap.

    (Be advise that the tilemap at row 0 for both X and Y is empty so its not an error that it seems like it should be tile 3,7, its just me that didn't put any tiles in that row, so the white area around the tiles are actually row 0)

    If you want the coordinate in X,Y you can just convert the TileX and TileY to that.

  • Also, Firefox analog control is a bit wonky, anyone else have issues with it?

    Didn't knew that timers could cause problems depending on what browser you use. But in general there are some issues with how games are presented depending on the browser used, which is really avoiding, as you are never sure if your layout will be the same in the editor and in runtime. So might be something similar with the timer. However don't know how to fix it, as I do all my testing in NW.js

  • good game dude

    Thanks, unfortunately the game is dropped for now and only the idea remains, but hope to pick it up again sometime

    You respond half an hour later. Did you delete your post in the meantime? Cause I can't find it now. Great misuse of power, now I don't have anything against you.

    Not that I want or care to get involved in this discussion you have going. But just saying page 6

    And regarding the pathfinding, I can completely back you up that it's kinda wonky and hard to use. For my game I wrote my own pathfinding method through events and it worked out fine for me. I honestly don't know, I'm used to dealing with roadblocks like this, maybe I'm just jaded. Maybe C2 really is a very bad suite and I'm just the sucker who tries to make things work in other ways. Maybe I'm also a bit biased since I've done a bit of coding in the past.

    Well think everyone solve a lot of problems, not related to C2, but just because, when you make games you run into problems, and if you aint willing to work to solve it, well then it will end quickly. But the problem I was referring to with path finding, is not something that you can "event" yourself out of. But is a flaw or unfortunately design in how it works in C2, and that's not something you as new user would spot. But completely agree with you a lot of the fun in using C2 is to make things work. But it shouldn't be the wrong stuff. Like making workaround for importing audio file, the object already have a source in the editor, you just cant access it in the code...these things I really don't like doing, because it doesn't seem like you are solving something as much as you are patching up some "unfinished" stuff.

  • I worked on it using your sample but it seems that C2 does not understand this part

    As a result, it does not recognize tiles around the cactus.

    I downloaded the Capx and it seems like you get confused about the tile coordinates. In the screenshot you are setting a lot of tile positions, which makes little sense. First of all, to do comparisons with a tilemap you don't need/benefit from storing any tile positions. As it contains so many tiles, in theory you don't have to store any tile positions at all, the only reason to do it is because its faster to just store the tile positions than having to convert them all the time. But it makes no different when working with them. When I store tile position for objects, its only for non-tilemap objects, like the bullet sprite and so forth.

    Whenever you have to compare something with a tilemap you have to convert the X,Y position that you want to compare or you use the tile position that you generated before hand. Again it makes no difference in how C2 works, its purely for your own sake that you do it!!.

    This is the only part that need a conversion, because that is what keep track of the bullet position. And instead of having to keep converting it, whenever i want to compare the bullets position with something on the tilemap. I just do it here and store it in the bullet.

    This is where it goes wrong. Because the initial condition and the one we are interested in is the bullet position compared to the tilemap. In the first line i use a "Tilemap.TileAt(Bullet.TileX, Bullet.TileY) = 15" This is the part where i might as well have converted it on the fly, like this:

    But as you can see it requires me to write a lot more code, so to save time I just convert it once and use Bullet.TileX and Y instead. But the code does exactly the same.

    Moving to 9-11

    You are comparing Tilemap.TileX = Bullet.TileX Which is fine.

    But you are also comparing Tilemap.TileYmin1 = Bullet.TileY - 1, which doesn't work because that is set in the start of layout, when the bullet position can be anything. So this comparison will never be true, and its the same for all the checks that is done. The reason it write that no tile was found anywhere around the cactus, is because the Else is misplaced, and will always be true because (10) will never be.

    The way i would do it, if i understand you correct, is to layout what I want to happen. Meaning write down the flow you need to make it work.

    1. Bullet hit cactus
    2. Check if there are other cactuses around the bullet.
             a. There is another cactus around the bullet -> Do something.
             b. There is not another cactus around the bullet -> Go to 3
    3. Check if there are any green tiles around the bullet.
             a. There is another green tile around the bullet -> Do something.
             b. There is no green tile around the bullet[/code:10ged27y]
    
    Then go through each step and add them to the code. Even though you might already know what you want to happen, outlining it can be very helpful I think, especially if you need to keep track of a lot of positions and so on. Because it seems you get confused with what you are trying to do, and what you need to do, to make it work. So you start adding a lot of variables that are not needed.

    > ...when people express there view about C2 they get flamed or as you write "just learn to code", but C2 state on the front page that no programming is required.

    >

    This is also what I've said earlier. You're repeating my posts but putting it in another angle lol.

    Guess people now are too offended of what I already said to continue the discussion in a constructive way, instead they blindly defend C2 with all they got and bullying the OP with their "high fives" to each other.

    Well since I don't hold any specific views on C2 other than I like it, I guess we agree on something then

    "just learn to code"

    That's not what I said. I said that you have to learn the program, its ins and outs, understand its scope and if there's a feature you want but the program doesn't support, you either make it yourself, or move onto another thing that suits you better, but only as a last option hence "if all else fails". I understand that the point of paying for something is for someone else to do it for you but it is also the buyer's responsibility to understand what (s)he pays for. Construct 2 does exactly what it says on the can and if you want to go beyond the scope of the suite you have to make yourself uncomfy and write your own stuff, but only if you want to go outside the scope.

    I completely agree with that you of course have to do your research, before just throwing yourself into something, at least to some degree. I have used C2 for a long time now, a little over 2.5 years I think. And still some of the issues I stumble on are objects that I have used a lot of times, but just certain feature that I haven't had use for so haven't been an issue before. So expecting a new person to make a comprehensive judgement on whether C2 can do what they want or not, is not easy I think.

    And notice lots of people asking whether some sort of project is possible in C2 or not, before they throw them self into it. And its even hard for the more experience users to give them any clear answers whether its possible or not. At least I find it very difficult, because you have to try to judge whether something that they are trying to do, will work based on your own experiences with C2 where you ran into something that was simply not possible and made you drop your a project.

    For instant the path finding, which is one of my favourite topics. A new user will have a very hard time judging whether it can do what they want it to. And on the surface it seems to work fine, but with experience you notice the problems. That just can't be solved regardless of you can code or not. And see no reason to defend C2 in regards to something like this, as a game engine and knowing that path finding plays a huge part of a lot of games, it should have been designed correctly the first time. But expecting a new user to figure something out like that, I think is beyond what you can expect.

    And if all else fail, learn to code and make it yourself.

    Maybe I'm just easily impressed, I don't know. I think C2 works just fine for what you pay for it.

    C2 can do a lot, I agree and think its reasonable priced. My point is just that regardless of whatever product you buy, that being a car, a beef whatever, you pay money to avoid having to do something yourself, its no different with C2, its a product like everything else, if you make a game then that's your product and people will complain to you whenever they think you did something bad. They paid for it, because they didn't wanted to make it them self.

    But following the forum, there is a tendency i think, that when people express there view about C2 they get flamed or as you write "just learn to code", but C2 state on the front page that no programming is required. So guess that a lot of people choose C2 so they don't have to code. So at least to me, it seems perfect valid to state ones view about C2, whether you care to learn to code or not.

  • Text objects

    Auto size - Would be useful if you could turn on auto size for text objects. So they would automatically adjust to the size of the written text.

    Change text align during runtime - For some reason its not possible to change this, even though it can be done in design mode.

    Use background - Make it possible to add a background to an text object and change it color and opacity. There is a plugin capable of doing that, so thought it would be a good idea to just add to the default one.

    Obstacles and roadblocks are things you have to deal with in game development, or any other creative endevour for that matter. I don't see how working with C2 is any different?

    Its not, however as a tool for developing games, the primary roadblocks for the users should be with your game design, how to make it work the way you want it, meaning skills, movement, balance, combat system etc. that's the purpose of C2. How to make it possible for the users to make it is the roadblocks and obstacles that Scirra's faces. That's what there program is all about.

    Think that is a very important distinction to make, regardless of how you twist and turn it, you/we are the users and Scirra the developers. There are no reason as I see it to defend C2 in areas that clearly falls outside our area, but areas where something is said, for instant that C2 just can't do something or like some people complain about performance and blame C2, and then it turns out that they made some bad design, then C2 gets "defended" when it is pointed out what is wrong with there program.

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  • Form controls

    Tab index - Using form controls (Textbox, Buttons, etc) there seem to be no way to set/change the tab index to navigate them. Would be nice if you could specify it in the properties panel.

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nimos100

Member since 23 Sep, 2012

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