nimos100's Recent Forum Activity

    I agree that features seem to be added once and then rarely extended after bug fixes.

    Kinematic bodies, anyone? Steam plugin?

    That's not the same as the OP complaint about not understanding local storage or receiving advice on how to publish...

    My post was not meant in a way that I agree with what the Mr. X wrote. Only a comment on his view on whether C2 could be seen as a toy. I like C2 a lot overall and use it more or less every day, and firmly hold the position that if something is broken or could be done better, then it should be changed or fixed for the better, and in cases where it is so needed that it could break projects, then I would probably go with supporting changing it anyway and just fix my project afterwards. However have never experienced any of my projects being broken by any changes made by Scirra so not to concerned about that and Ashley seems very careful about avoiding it whenever possible.

    I wouldn't go as far as calling C2 a toy, a lot of games on the market doesn't require a lot if more than what C2 can deliver. Why I wouldn't call it a toy, is because I have used it for a long time and you can make a lot of stuff in it. But where the biggest problem is with C2 in my opinion is, that its always a bit of a gamble when starting a new project. You have these ideas of how things should work, and initially it seems to not be a big problem, but then when you start and you get further and further into the project, things starts to pop up, lots of lacking features, features that seem half completed or just made to a bare minimum of what is needed to work or said in another way, lacking details that does drag C2 towards being more of a toy than a professional program. And in lots of cases these things can eventually make you drop your project because what you are trying to do is simply not supported by C2, even though it should be and there are no reason for it not to. In some cases features are already added to the program and can be accessed from some menus but not others.

    So making any complicated things or even simple things, can turn into being very complicated and you quickly start realizing that you spend by far, the most time making weird workaround than developing you project. But all this does to some extent I think draw C2 towards being unprofessional and unreliable in the sense that you are never really sure, if it can do what you need and therefore towards being more of a toy, because you as user suddenly loose control of what you want to do, and C2 is directing what way things should be or not be in your project design. but to be a professional program, this should be kept to a minimum in my opinion, but at the moment I think its a bit off to be honest.

    Even though I like all the updates that comes, I also think they are the cause for a lot of these issues. As new features get introduced it also means that old features doesn't really seems to be extended or completed to the point needed for them to give the impression of being completed, and therefore you have all these weird gaps all around C2, that in my opinion doesn't benefit it if they want it to appear more professional.

  • I don't think there are any way to check if an object is part of a family. But you can create them with a variable that you can use instead.

  • 1) It is strange but when I shoot at the TilemapBoxEnemy, i got Tilemap1 cells generated around it instead of replacing a tile of TilemapBoxEnemy with a tile of Tilemap1. "Text" indicates if there are some log changes.

    Not really sure what is wrong with that, as im not really sure what the different tilemaps are and what role they play.

    If there is no any TurretBody around a tile of TilemapBoxEnemy, the bullet2Player is destroyed and we check if any Tilemap1 tiles surround a tile of TilemapBoxEnemy. Depending on the location of Tilemap1 tiles we set different tiles to tile of TilemapBoxEnemy. For instance, there is a tilemap1 (X, Y+1 ) in relation to a tile (X, Y) of a TilemapBoxEnemy, so a tilemap1 or tilemap4 replaces randomly an overlapped tile of TilemapBoxEnemy.

    Tilemap1 replaces a tile....

    ...or any other tilemap replaces a tile indicated in a random basket of tilemaps. Here I wonder how can we control a random frequency of a particular tilemap appearance.

    So the code of the additional sub condition is the following

    Not 100% I understand what you mean, but if I do. The frequency of what tile you want to replace with, Tilemap1 or Tilemap 4, you can control using a condition and a random roll.

    Here, we should again to check for location of tiles around each tile of Tilemap1. If any of 5 conditions 1)X,Y+1 2)X+1, Y 3) X-1, Y 4) X, Y-1 5) else is satisfied, we would set particular tilemaps to a tile (X,Y) .

    The problem is that there is no overlapping here, no interaction with a tilemap1. How can we randomly distribute tiles of many different tilemaps on a tilemap1 without knowing the coordinates of each tile?

    You need some sort of condition to know where to place the tiles. So placing them without knowing under what conditions you want to place them is not possible. So you have to have some rules.

  • I think you may be right. I eventually wanted player object to go into the nearest house and just wanted one event to determine which house was closest and change the player.nearby variable to the name of that house, and then one event to push the player into that house at it's specific .entry speed... so I thought taking this route would be neater, but I guess not. I've in the meantime made some messy looking work arounds, I just wanted to know if it were possible to make strings read as object expressions. Thanks for your help.

    But you can use "Pick Nearest/Furthest House" using the Player.X Player.Y to get it. Then you can get the Entry_ID of that house if you make a variable. That is probably the easiest.

  • > you have to move the last ) to just before the & and remove one pair. Like so;

    > float(Player.nearby) & ".entry"

    >

    I want the "Player.Nearby" (which is set to House_01) and the ".Entry" string to combine to create "House_01" & ".Entry" which I hope will give me the "House_01.Entry" value of 20... moving the brackets as you suggested (unless I'm doing it wrong) results in the text displaying "0.Entry" and not 20.

    I don't know, I'm not a coder so this seemed like a logical way to do things for me, but is it just that you can't add strings together to create a recognized object expression?

    It seems like you might be over complicating things if what you need is to be able to recognize each individual house from each other. Since you already know that the object in question is a house, and you want to know the entry. Why not just add a variable called "Entry_ID" as a number and then you can just set it to 20. Then you don't need to combine any strings or do any conversion. You can just use this "Entry_ID" to select the correct one.

  • you have to move the last ) to just before the & and remove one pair. Like so;

    float(Player.nearby) & ".entry"

  • Its the browser object and an action called "Close" its not an event. I think it have been there since the browser object have been there, but yeah definitely further back than 206. There are no events that triggers on a close action as far as I know.

  • You have to do the path finding again for each unit as you normally do. You can use the regenerate collision map region or what it is called to regenerate the area of the newly added object, to reduce path finding time.

  • OnSuspend is for when the user alt-tabs. It might be called when they close, but it will also be called very frequently.

    If you are referring to closing an application through a button you can use the Browser "Close" action. And just say the progress before it. But if you are talking about closing the application using the "X" in the top right corner, then such feature is not available unfortunately.

  • Greetings

    I am an online marketing developer, I've been doing this for 15 years now. I would like to test a bit the online games niche, and my plan is to start with a medieval Europe game. I like medieval history, I have the advertising knowledge to bring customers, and I have basic programming skills. Is Construct 2 a tool capable to create this kind of game? There are a few examples of something similar to what I want to achieve. One is

    http://www.renaissancekingdoms.com/[/code:1j84utle]. First I need an engine if possible, I would rather use something extensively tested, than start from scratch. 
    
    I have an economic science bachelor degree, and a programming college diploma, so together with my experience in online marketing, this should be a good start.
    
    Thank you!
    

    First of all I don't know the game so have only looked at the screenshot and from the description it says its a RPG, strategic and political game. My initial guess is that you should be able to make something similar to this in C2, but that it wont be easy. But that is not related to C2 especially, but in general regardless of what tool you use. There are a lot of coding that needs to be done and depending on your programming skills, I would say that should you choose to use C2 you would probably be able to learn it fairly fast. So the biggest issue I think you will have is project organisation, which in my opinion at least, is an area where C2 is not all that good. Not meaning that its worse than other tools, but working on big projects you can easily screw things up, the tools for navigating a project are not really good. Its basically a "Search" which are fairly annoying to use, so personally I rarely use it. But if you can get your project organized well, you can do it I think.

    As I don't know the game and how it works, you should be aware if you know you are going to use path finding, you need to test it in C2 and see if it can do what you need. Its very limited and not very flexible. There are some plugins created by some of the users that seems to be a bit better, but also work a little bit different. So if the free C2 version can use plugins you should check out that section on the forum.

    But regardless of which path finding you use, you should be aware that C2 only uses one collision map. Which probably makes little sense to you, but simple put, it means that if you need different types of units like "Ground", "Ships" and "Air" units. You can't give them individual objects to collide with.

    The reason I write this is because the game you refer to seem to use some path finding, so its of course good to know before choosing C2.

    So overall I think you can make a game like that in C2, but it will require a lot of time.

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  • Using dropbox or something similar you can copy the link from there and add it to your post. If you add an image to your dropbox you can right click it to get the URL for it, then in the C2 forum you choose the IMG in the editor and paste the url between the tags. Like so:

    [img] <ADD URL HERE> [/img]
    [/code:171ylhkb]
    
    For the CAPX you need a certain amount of reputation before you can add a link, as I don't think you are allowed to. (Not sure if you can add images either but if you cant you can do it the same way as you would the capx. shown below)
    
    But you need to add the url so it doesn't look like one. An example could be like this: 
    [https://www.google.com/]
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nimos100

Member since 23 Sep, 2012

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