nimos100's Recent Forum Activity

  • Here is an example of how to copy keys from one dictionary to another.

    There are 3 keys:

    1 = A

    2 = B

    3 = C

    Keyboard:

    You can copy single keys with 1-3

    And all keys on 4.

    I haven't added any exceptions but shouldn't be hard to add them in the Copy all keys with some conditions I think. Anyway at least that's a way you could do It.

    (Use the debugger to see it)

  • I have looked through your code and that's the reason I posted those links, as from what I can see these are the areas that you need and are stuck with. But also I wouldn't know where to begin, it would require a huge restructuring of the code, that would simply take to long time to explain and probably wouldn't make much sense to you, if you are not somewhat into what those links are about and how to use them.

    A good advise when you post for help with a Capx is to make sure there are comments and groups, its not easy for someone that looks at it the first time to troubleshoot it, and think most will not even bother to try, simply because It takes to long time. And ofc be specific about the problem, you haven't said what you want them to do, and looking in your code, it seems that they can only attack the player? Which makes it even harder to know what exactly you are looking for help with.

    If you are not sure about how to pick object, use loops etc. Make a simple app with 3 instances of an object, which can just jump to a random position on the screen or something like that and then just try to find a way so you can pick the correct instance or make all of them do it using a loop. And then try to copy it to your game.

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  • How big your tiles are doesn't matter at all I think. However the size of tilemaps overall and especially the image that you use for the tilemap can increase the loading time a lot. How big are they, pixel wise?

    For instant in my game I use 12 tilemaps on the same layout with a size of 4000, 4000, however the images for the tilemaps are just 320x320.

    Stats:

    Memory: 29.2 mb

    FPS: 60

    CPU: 44%

    But the map doesn't take more than a few seconds to starts. Which is not really the tilemaps fault, but because I generate a collision map for each of the 62500 tiles on the map. Which I would consider a CPU demanding task. So to get up to 20-30 seconds you must do a lot of things?

  • A few more features would be helpful. Especially layers.

  • This might be helpful.

    Events:

    https://www.scirra.com/manual/75/how-events-work

    Objects:

    https://www.scirra.com/manual/68/objects

    System conditions:

    https://www.scirra.com/manual/124/system-conditions

    Basic picking:

    [quote:dphqktb8]It sounds like you (not uncommon) get a bit confused about how picking works in C2.

    But the way you can look at picking of objects is like a sorting or reduction machine.

    Imagine you have 100 workers with the following attributes.

    100 Workers in total

    20 Workers are wearing a red shirt.

    40 Workers are wearing a blue shirt.

    30 Workers are wearing a yellow shirt.

    10 workers are not wearing a shirt.

    30 Workers are between 40 and 50 years old.

    50 Workers are between 20 and 30 years old,

    20 Workers are between 60 and 80 years old (No pension for these poor bastards!)

    Lets say you want all workers wearing blue shirts and that are above 60 year old to either go home or go to lunch.

    So what happens is:

    Pick all Workers : You pick all workers that match the condition that they are workers, in this case all are so its 100. (You don't really need this, its only for the explanation.)

    Workers must have blue shirts : This will reduce the number to 40 workers.

    Workers must be older than 60 : Depending on how many of those 40 workers matching this you will get a new number that further reduce or sort the amount of workers matching the former condition. Lets assume that its 15 workers.

    Now we cant reduce the amount anymore and we have found all the workers that match all our conditions. And since we want them to either go home or to lunch, and don't care how many goes where. We can do the following.

    For each Worker : This will go through each of the 15 remaining workers and tell each of them to either go home or to lunch.

    Go home or Go to Lunch

    So that's pretty much how it works whenever you pick objects, that you keep reducing or sorting them until those that remains fit whatever you want. And then if you want them to do different things you throw a "For each" at the end and then the options they have afterwards.

  • I looked at it, and it seems like it just cant keep up, for some reason. Not sure how to solve something like that. I tried to just use a every tick and set the Y value, but it was the same thing. Not sure it will work even with a pin or overlapping check, if it cant keep up without. It might be more solid, but might result in it seeing like its lagging or something. Maybe someone have made something similar that have a solution.

  • Not sure if its possible but would be nice if you could slide the line between the name and value. (See image:)

    Its a bit extreme in this example but sometimes it nice to use longer variable names. If its not possible to make it slide, then maybe do so the value are the one dominating instead of the variable name. Or make it possible to switch between them. Anyway a minor thing.

  • > (...) However the persistent layout I don't think will help you a lot, as it will make things persist as you switch layouts (...)

    >

    It is ment as an example to show him that it is possible to transport the player from one layout to another

    I completely forgot that part of the question as you had already answered it, so thought he was just going off track, sorry

  • Ok thought you meant something else, when you said patching.

    All the informations can be saved, so cant see why you shouldn't be able to reload it, if you update the game, unless you do something that would require something from the save game that is simply not there. I haven't worked a lot with the build in save functionality, but if you are careful and plan the game well, then why not

    However the persistent layout I don't think will help you a lot, as it will make things persist as you switch layouts, but if your save games are screwed then it wont work anyway. What you want is to load an old save game for an updated version of your game, so I would check that out first if I were you, if I understood you correct that is

  • I don't think there are any patch functionality, at least not what I have seen. I believe that C2 works more with releases which requires that people download the new ones each time.

  • From manual:

    [quote:2a29kagd]

    Collisions

    When testing for collisions with a Tilemap object, empty (erased) tiles count as not colliding, and all other tiles count as colliding. A custom collision polygon can be set for individual tiles by clicking the Edit tile collision polygon button in the Tilemap bar, or just double-clicking the tile in the Tilemap bar. Note however the collision polygon cannot be entirely removed from a tile: only an erased tile counts as not colliding at all.

    If you wish to have tiles that are visible but do not register a collision, use two Tilemap objects layered on top of each other. Test for collisions with just the top object, and erase any tiles that should not register a collision. These tiles can then be placed on the tilemap object beneath, so they appear in the same place but are not tested for collisions.

  • I think people that believe they can just throw something together and add some ads to them are in for a big surprise if they think money will just roll in. You will get a much higher salary per hour by collecting empty bottles and cans from the street and turn them in for recycle than you will from ads on such type of game.

    Most ads will if you are lucky maybe give you around 0.02 cent for 1000 impressions or something like that, and to even get 1000 impressions is hard, so making a very bad game and get money out of it is near impossible if you ask me. They use other methods as well, but none of them will give you a big return unless you actually have some quality product.

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nimos100

Member since 23 Sep, 2012

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