nimos100's Recent Forum Activity

  • Not sure why you'd need it, but wouldn't skipping the frame have the same visual effect?

    Think it would be useful to be able to delete frames. Imagine that you only need an image a few times being able to remove it, so it doesn't use memory would be a addition I think. In general any functionality that allow you to reduce the amount of memory used would be good.

  • hi,

    since scirra don't do anything about a fine export to android ! (crosswalk really slow and in the cocoonjs we can't make are own plugin like i need to make IAP for another market or ...)

    i saw the c2 project files and i can make a compiler which get c2 project file and make a unity package so you can change your game in unity and add other assets and stuf ! (so you can make a unity game but with c2 ! )

    but i want to know how many developer like to buy it ? (i will get money for each compile) i want to sure about that first because it will get so much of my time so if you want it post in this forum and say how many game you export each month (its not free and its online and i get money for each export to avoid cracking ! )

    and i want to know scirra fine with it ?

    Sounds like an interesting idea. But not really sure I understand what you want to do? You want to make it so a C2 project can be exported and use the Unity engine? or do you mean that you can create a project in C2 export it and then the changes are updated in Unity? And do you mean just the 2D part of Unity or also the 3D part?

    Have you made a prototype of something that shows how it would work or maybe a feature list of what the final project will result in and what you believe is possible and not? Because I think you will have a hard time getting any useful feedback from C2 users about how many exports etc they expect each month, if they are not really sure what the exporter is capable of and can be used for. For me the 3D part of Unity is what interest me, rest of Unity im not that fond of, as it seems a bit messy to work with and to much coding for my taste, that's what I like about C2 you can work very fast in it, which is important when you are working alone on something.

  • Yes, I previously did all three parts separately.

    The problem is that I am losing X, Y coordinates in 39 and 40 and I cannot find something to rely upon. A collision of turretBody and a bullet in 40 does not help to define old tilemap coordinates since turretBody is un objet (not tilemap). In 39, I should define again coordinates of the TilemapBoxEnemy after the objet TurretBody is created in the event #37.

    Moreover, in 39 I got a problem with priority of events. I need to make it trigger only if TurretBody (Important: TurretBody from event #37 only) is not destroyed. If TurretBody (from event #37) is destroyed, 39 event is deactivated for TilemapBoxEnemy (in X,Y coordinates of event #37).

    Im not sure what you mean, I don't see any turretBody in #37 that checks whether its destroyed or not, you mean turretUp? But you create a turretBody in #38.

    Its not easy for me to even understand what the code is suppose to do, so this might be wrong. But it seems to me that you rely on or try to use data that you can't really be sure is correct or not. Meaning that you set GetTileX and GetTileY in 37. So if you need to use these coordinates in another event, you shouldn't rely on the data from this one, unless you are 100% sure that they are correct. So if turretBody is created in #38 based on the condition in #37 that "Bullet is overlapping TilemapTurretUp" and then in #40 "TurretBody on collision with bullet2Player" is using the GetTileX and GetTileY in #37 how can you be sure that these are correct? or are there only 1 bullet, turretBody and TilemapTurretUp on the screen at a given time?

    If you need something like GetTileX and GetTileY in an event like #40 you should store them in the object it self. In your case turretBody when it is created and only use this when you need to get the tile X and tile y position for that object. Otherwise I think you will end up loosing track of what GetTileX and GetTileY is when you need them.

    But as I said im not even sure what exactly you are trying to do. Maybe show some screenshots of what is suppose to happen. But at least to me it seems like you are mixing a lot of objects together without really knowing whether its the correct objects or not or the correct data you are using. How is C2 going to know which turretBody you are referring to in #40 with the GetTileX and GetTileY position you have stored in #37 that rely on a bullet is overlapping a TilemapTurretUp?. If there are only 1 bullet in your game its probably ok, but if there are several bullets GetTileX and GetTileY will constantly be overwritten causing you to not know what is stored in them when you need them.

    Also in #40 you are destroying a Turret object that you haven't picked in the event, if that event is ever true all Turret objects in the game will be destroyed.

    Whenever you work with an object in an event, unless there are only 1 of them. You always have to pick them or things wont work.

    The way I make my events if they are confusing, is to write down each step that I want to happen in them and make each part, that way its very easy to maintain an overview, for instant.

    ///

    A turret consist of 2 parts and if both parts are destroyed the whole turret should be removed. If only 1 part is damage, that part should be replaced with a damaged part until repaired or the other part is destroyed as well.

    1. Bullet hit Bottom part of turret

    Deal damage to turret

    2. Check if Bottom part is destroyed

    3. Check if Top part is destroyed

    3a. If top part is also destroyed, destroy whole turret.

    3b. top part is not destroyed, replace bottom part with a damaged part.

    So based on this example I know there are 3 objects involved (Bullet, Top part of turret and Bottom part of turret) so i have to pick all 3 parts to complete the event. And normally I do all picking as early as possible, because then you know you have the stuff you need to complete the event.

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  • Check the comments. 2 years of hard work, and the guy "unsubscribes because i didn't make the game from scratch", just because i said i used C2.

    Subscribe to Construct videos now

    Do you have this issue too with some people?

    Whether you use C2 or Unity (Which a lot of big game developers do) shouldn't matter, if the game and the performance is good. People making games in Unity for instant, doesn't make everything from scratch either. So think that guy will have a hard time arguing his point or at least he would have to limit himself to only support a smaller range of games I think.

  • nimos100,

    I am wondering what's wrong with the sequence of the following code:

    When a turretBody appeares , I want to trigger the following events:

    1) If turretBody is destroyed with the bullet2Player, tilemapBoxEnemy is replaced with Tilemap1

    2) If turretBody is not destroyed, bullet overlaps TilemapBoxEnemy and bullet is destroyed

    I think the problem is in your structure of the code, meaning you are trying to do to many things in one event that would be better splitting up into several events. So there are some things that to me looks, not to good.

    Using "Create" together with other "Actions" in C2 can be a bit tricky, because you have to be careful about top levels and sub levels and know how it works to avoid problems with the "Create" action. But think everyone runs into this problem at some point.

    Your newly created object is not available before you get to a new top level. but will be available in sub levels from where it is created.

    So this will cause some problems as I see it, because you create the turretbody in a sub level, but you haven't reached a top level when using the "On collision with Bullet2Player" so the turretBody doesn't exist at this point. Another thing is the "On collision" which is a "trigger" or what to call it, indicated by the little green arrow, and it triggers whenever an collision happen that meets its condition in this case a collision with bullet2Player, so it works the same way as a mouse click on an object does. In my experience any such trigger should be placed on top level and not within a sub event. So in your case I would move the "On collision" to its own event and restructure your code so it works with it being there, and then it will most likely sort it self out.

  • No, doesn't have to be in the same folder you can just type in the url and it will play.

    or do I misunderstand what you mean?

  • You can load videos into the video object source that are not included in C2 you don't need any plugin for that, you just have to set the source of video object to the file you want to play

  • Yeah you can do it in C2. Regarding the Database im not 100% sure, as I haven't tried it but think its possible. Regardless there are lots of other ways to store stuff like questions and answers, such as arrays, files etc.

    Try to search the tutorials to see if there is an example. However it shouldn't be all that difficult to make a quiz program I think.

    You can also create a system for register users, but you have to make that from scratch.

    But its difficult to answer you directly whether what you want to do is possible. But my initial guess is that it will be fine making something like that in C2.

  • The first option is obviously the easiest, and the one I'd rather go with, but we all know the problem with that one, the sliderbar looks like absolute ***.... So I figured I'd just cover it up with some sprites.

    You can't hide form controls as they are rendered on top of everything.

    Anyway here is an example of how to do it without using "every tick" and by using the dragdrop behaviour.

    CapX: https://dl.dropboxusercontent.com/u/109921357/Slider%20example/Slider_example.capx

  • Path finding

    Change nodes - Possible to change individual node locations when a path have been found, so its possible to manipulate the path before an object moves along it.

  • > I don't think there are any way to manipulate nodes after a path have been found, however not 100% sure. If that is the case there are no "easy" solution to what you want to do. At least not easy enough for me to make an example

    >

    Including my previous post:

    Pick waypoint.number = X , set position X,Y

    allthough, its not editing the nodes of the actual found path.

    Yeah that's good alternative, but it wouldn't be a bad idea if you could actually manipulate the nodes before using move along path. Ill add that to my list in general settings for "Object changes"

  • I don't think there are any way to manipulate nodes after a path have been found, however not 100% sure. If that is the case there are no "easy" solution to what you want to do. At least not easy enough for me to make an example

    However here are some ideas that you can work with trying to find a solution.

    Using several path findings:

    Since you can get the nodes from path finding, what you can do is to first find a path to your final destination. Once that is done, you have all the nodes that C2 uses. You then go through each of these, beginning with the one closes to your object, to avoid having to path find to much. So using your conditions to decide whether a node is correct or need to be changed. Using the following rules:

    1. (Node is correct) Store node in a Path finding list/array, Check next node.

    2. (Node need to be changed) Make a dummy object to path find from the last added node in the path finding list to the new node location and then repeat the process creating the final path finding list.

    You just have to be sure that the list you create is of course linked to the correct object.

    Predefine path

    Using a somewhat similar method as above. Using a path finding list.

    But if you know the conditions that you want use you can add the node locations to the list and then path find through it as above.

    Cost

    This depend on what you are trying to do. But the path finding allows you to use cost which you can use to control what path it prefers. So maybe you can use some blocking sprites with high cost and place them where you don't want the object to move. But it of course highly depending on what you are trying to do.

    Anyway just some ideas of how you can do it.

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nimos100

Member since 23 Sep, 2012

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