nimos100's Recent Forum Activity

  • Here is a capx where you can recreate it.

    To test it, press the "Generate large dungeon" and while it is generating (The background is still white) press Pause in the debugger.

    In the left select the "List_dungeon_possible_tiles".

    Then minimize the window and maximize it again. And the items in the list have changed. If you keep minimizing and maximizing again you can see it actually drawing the dungeon each time.

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  • [quote:2rh79edw]The reason I didn't continue that post was because I actually did switch the player as a global object. I read your response and it sounded like a perfect solution but when I tested it, it still didn't change the player's animation frame. I tried to change it with a button and then after that, I went to the other layout by clicking another button but it didn't work. I started this thread because I figured what I was trying to accomplish was impossible through the way I tried. I was going to reply but I got sidetracked Sorry

    Its ok just confusing when the issue gets separated over several posts, and people might start to answer in both of them.

    Anyway sounds weird that you couldn't get it to work, you must have done something wrong then, I made a very simple example of how to do it.

    If you notice layout 2 is completely empty, but as you switch it seems all the buttons and object appear there, and its because I made them all global, and they use the same event sheet, but you could just as well have made them use there own one.

  • yes, as you might turn it visible again, so the game still need to know where it is.

  • [quote:3f9cs1h4]I want to make a shop inside of my game where I can buy accessories like helmets and or clothing and equip them to my player. My original thought was to make animation frames with the accessories added in and then just switch the player's frames when I buy the clothing or gear but I realized that I can't change the animation frames of my player from a different layout. Help is greatly appreciated.

    Why don't you continue the old post?

    I think you misunderstood what I said in that post, you can do it, if you change the player to global. And its the easiest way you can do it. You just have to make you game work with the player as an global object. The reason I said that you might experience some weird problems, is if you have made some of the game already and then suddenly change the player to global, you might experience some unexpected things. But you should just be aware of it and fix them if they occur.

    If you plan on using your player object on different layouts its a good idea to do It, as you will most likely have to later on anyway.

  • [quote:3shuh69m]It's not that they are getting lost, it's that they just aren't getting replies.

    Also some of these questions are quite hard to answer, as they can be quite specific regarding a certain topic, and if you haven't worked with it, it will be difficult to answer them. So as the questions gets harder also fewer will be able to answer them logical enough.

    But I do agree with the OP, that there are a lot of the same questions in the forum, some where the answer can be found on the next page or a few post down. So if you have an question that are a more advanced you need to bump it, as you cant be sure that those that can actually answer it will check page 3+ if you don't do it, due to these questions flooding page 1.

  • It is not possible to assign it to another layout in the way I think you mean it. However if the player object is global, it will affect all layouts if you change the animation frame for the player.

    You can mark the player object as global in the properties panel in the top, that might be what you need. However that also mean that the player is available on all layouts, so might create some problems that you didn't expect

  • Thanks. In that case, what does cause lag?

    It kind of depend on your game I think. But the most normal reasons I think are the following:

    1. Bad coding

    This is code that is not optimized, for instant doing a lot of checks at points where they are not needed. Not using functions etc.

    2. Effects

    Effects that are applied to objects, If you use to many or use them wrong it can slow down your game a lot.

    3. Objects

    Pretty self explaining, but if you use a lot of objects.

    4. Wrong sizes of objects

    If you just use "random" sizes of object so they are not cropped, it will also reduce the amount of objects you can use.

    5. Collision detection

    Especially if you use a lot, there are some discussions around the forum regarding this. As I believe most people at some point run into this problem.

    Think that's the most normal ones, there are probably some other ones but cant think of them now

  • no, they dont

  • Problem Description

    Im not really sure if its a bug or its just the way it is. However noticed that if you pause the debugger. And minimize and maximize it again, it actually take a step forward even though its paused. (Using Node-web kit for previewing.) And don't think its related to 167.2 either.

    Description of Capx

    Its not CAPX related.

    Steps to Reproduce Bug

      [1] Pause the debugger [2] Minimize the debugger [3] Maximize the debugger

    Observed Result

    This is before minimizing.

    After maximizing again.

    Area marked with blue have changed even though it have been paused.

    Expected Result

    That it was paused.

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    167.2

  • [quote:r8x35rxr]One way I handle a situation like that is this:

    Find ("|1|4|5|6|7|9|11|12|", "|"&var&"|")<>-1

    Not really sure how you would use that in a list? Can "find" go through all items in a list?

    [quote:r8x35rxr]I'm not sure we could even make a new operator that could work like that, and I'm not aware of any language or tool out there that does. I think it is best if you just use an OR block.

    Yeah I ended up doing that, but thanks for reply.

    [quote:r8x35rxr]Logical operator OR, by it's definition, returns only 0 or 1 depnding on the expressions to compare.

    Yeah my hope was that it was possible if written in the way I did, that C2 could somehow be made to recognize it in a way so it would just repeat testing the original variable against each value, without having to copy paste it.

  • Really cool concept, can imagine that it can be made quite hard An idea could be a bonus thingy so the player can flash the screen for a sec.

  • The new dungeon generator is done....or at least the basics

    As mentioned in a former post I decided to recreate the dungeon generator based on a node system. And it seems to work quite well. At least its faster than the old one and suits my needs better. However its still pretty early in development, so at the moment it can just generate a dungeon. Next ill need to add the rooms, doors, stairs, encounters and so on. But think the hardest part is done now.

    The generator works pretty much as described in the former post. Only difference is that it runs a clean up after its done creating the dungeon so all weird looking things are fixed.

    Here is a demo for those that are interested. (Might have to click the generate dungeon a couple of times if it doesn't generate one, not really sure why, as it just restart the layout, but might just be might browser, never really had any huge success running the apps through them. or it might just be a bug some where )

    Demo of the dungeon generator version 2 - Alpha: Demo of the dungeon generator version 2

    EDIT:

    Version with size and room support. (The generating problem was a bug. )

    Demo of the dungeon generator version 2.1 - Alpha: Demo of the dungeon generator version 2.1

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nimos100

Member since 23 Sep, 2012

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