nimos100's Recent Forum Activity

  • [quote:xf2qqnrh]wow! 3109 events!! curious about that type of game haha good luck with that!!

    I have tried to categorize it my self, and end up referring to it as a political/strategic tactical roleplaying game . But besides just being another roleplaying game where the player make a character and kill a lot of monsters, the player are not as close connected to a single character, rather than a group of characters, 6 at the same time in total. Which each can have different classes, abilities. But also it uses skills more in a real roleplaying style manner that you would find it in a game like warhammer if you know that, so its not just skills that boost attacks, but also skills like lore, economics etc. That is more the roleplaying part. And its possible to craft your own spells and magic items, pretty much without any limits. So for instant the idea is that the player should be able to make a spell that could summon a wolf, that when killed could also explode and cause sleep to everything around it, should they want that...etc.

    The political part of the game is that the player choose one of his character to also be the leader or king of his own city which they have to manage when it comes to trading, resources, expanding the city to making sure citizens have food, jobs, handling of crimes etc. Which means that the player also have the ability to make judgement whether people should be jailed or executed for whatever reason. Which again will impact certain citizens for the better or worse. You also have to make sure that your citizens have jobs, as it is through the salaries that they buy what they need, so you could give them a low salary, just enough to keep them satisfy but this also encourage them to make crimes, leave the city and so on. This is more the local management.

    The game also uses a global political system, meaning that the player is under the rule of a supreme ruler, which decide the rules for all the empires. Kind of like how you would find it in Game of thrones. And depending on who sits on this throne will greatly impact how the game plays out, as this ruler also have the ability to execute the player if they don't obey the rules, resulting in the player having to choose a new leader as well. Since its not a war game in the sense of moving military units the player can support one of the other empires that might want to overthrow the current supreme ruler and take control for themselves. So the player also have to play on the right horse as it will not be ignored that they tried to support such thing. Since the game uses a life cycle for each empire, the leaders of other empires doesn't live for ever, but will eventually die due to ageing, getting killed etc, and each leader have behaviours that either suits the player or not. Such as the ruler might actually be Greedy of nature which would cause the player and the other empires to pay a huge amount of taxes. But as a leader can also live for a long time, it might be in the best interest of the player to try to support a more friendly minded leader to be this supreme leader.

    Then there are global effects, such as plagues spreading through out the lands, conjured by some evil guy, which is a way to make quests, which again are randomly generated, from long legendary quests like killing a dragon and obtain a relic, to small go kill a bandit leader type of things.

    Guess that more or less the overall idea, so its a quite huge project

  • [quote:3sr8tqpi]I apologize, you're right about this. I just tested it out and learned something new

    Me to had actually forgotten all about top levels

    [quote:3sr8tqpi]EDIT: In regards to them not being families, it might be because its all in functions and therefore it never hits top level. Just a thought.

    However do you know if this is the case, because that might explain it I think?

  • You probably won't like my suggestion any better than the others, but this has been debated many times before, and I doubt things will change. You just need to structure your code to create at a top level event and pick after, at the same level.

    (Only addressed 'Start function' button).

    Im not really expecting it to change, just to know if it was possible some how However your suggestion is probably what ill end up doing, just redesigning it, and link them together in another way.

  • i see its already been handled i had this solution..

    https://dl.dropboxusercontent.com/u/61666915/pickingproblem_test.capx

    but i agree that its really a pain this issue, especially if you don't know of this, and how to work around it,

    having the javascript console open can really help,, it showed an error on the color function

    + with the browser plugin, you can quickly log returnvalue

    ps: i think the only problem was the "pick random family instance"

    The way you have done it in "Set color" when you pass UIDs is also how I do It in my game.

  • [quote:ogi13g4n]So, for example, in your Button2 On clicked event, you're creating child objects and then trying to pick randomly against the Family. The Family is a different object, and can't see the child objects until you hit a top level event. If you were to instead create a new Family1 object instead of the red/green/blue objects, it then works (however that's not an ideal solution either because when you create a new Family object, it randomly picks a child object to create). Also, you don't need the Wait in this case.

    Yeah that's pretty huge problem, agree. Because well first of all spawning family objects are rarely very useful if you need to be precise

    However in my game these objects are not part of families, but it still occurs however I can fix it by using a wait and make the call from a keystroke but not if I make the call from a function. I simply made the example using a family to make it faster to make. But ill try to make a more precise copy.

    [quote:ogi13g4n]The second issue is that you're assigning Master's color to the return value of the current function, not the one you're calling.

    There are nothing wrong with the way I use the return value, both ways work. If you make a new return in "Choose random color"

    Set return value to "Hello"[/code:ogi13g4n]
    And remove the pick random Family1, it have no problem setting the value of the master using this return value. 
    
    [quote:ogi13g4n]I realize this doesn't completely get you where you want to be because you might not want to create random objects, but hopefully it clears up what's going on with picking 
    
    Yeah that will get me absolutely no where as these things shouldn't be random, but also as I mentioned they are not part of families, so in this case its not even possible 
    
    EDIT: In regards to them not being families, it might be because its all in functions and therefore it never hits top level. Just a thought.
  • Think most people that have used C2 for a while have experienced this problem, when working with newly created objects. I search the manual and tutorials for something about doing this was not reliable, but I couldn't find it. But please correct me if im wrong, but as far as I remember from others posts, its due to these objects not actually being available or created until next tick, which is how C2 handles this at the very core and therefore cant be easily changed. And therefore this make picking/working with newly created objects unreliable. And the most common way to solve it I believe is to add a wait with 0 or very low wait time.

    However since I ran into this problem with my game, as I create an object, which will again spawn another object that are connected to this, which again will connect to another object. And depending on some of the variable of these later created objects, the first object will have different settings. And it works in some cases, meaning that if I do it through a key like "D" it works. However if I do the exact same thing from a function it doesn't work.

    So I made a small pointless program to show the problem.

    What it does is spawn 3 objects (Clients) of different color, and each have a there color stored in a "color" variable as well. Then it also spawns another object (Master) with the same variable. It will then choose a random client object and copy its color to the masters variable.

    I have made it so one uses functions and the other doesn't and also uses a "wait", which will make it work. However if you remove the wait it doesn't work either.

    So my question is, as I really don't like the idea of having to slow down my game on purpose due to this, and because it doesn't solve my problem anyway when using functions.

    How do you do this probably and can you do it without using a wait, really hope you can clarify this for me Ashley or someone else with a capx. As its probably the number one thing that annoys me?

    (Check the "color" variable in the debugger for the master object, after clicking one of the buttons.)

  • The short answer is yes

    But your question is a bit double, it wont use more memory as the new objects are just copies of the one already there, so it doesn't use more memory for graphics at least. But if you want the sprite to do something, example collisions, if you have 10000 objects on the screen it would require more checks to test for collisions compared to if you have 10 objects. So it would reduce performance.

  • You should destroy all objects at the start of the game, that are supposed to be spawned during the game to avoid problem.

    And use another object or system to spawn them at runtime.

    This post might be helpful.

    https://www.scirra.com/forum/viewtopic.php?f=147&t=97283

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  • hmm nothing in the code that you posted seems to be wrong. Can you try to post a Capx of the whole project?

  • Normally i tend to switch projects quite a lot But normally only work on a few projects at the time. However im trying to focus on just one project now, that is by far the biggest i have taken on (currently 3109 events), so i think its a bit to much code to throw away as of now, and i still haven't lost complete control of it yet, which is one of the main reasons i sack projects. But also im still very excited about it, as its a type of game i used to play a long time ago and really enjoyed, but for some reason never seem to have been reinvented, not sure why, as they were really good.

    But i think you can learn a lot from both doing big projects and small. Small projects are really good at learning some specific thing, where big projects, you learn a lot about organizing and structure and how to get lots of things to work together.

  • I actually tried making a prototype game kind of similar to what you are speaking of. However i never finished it and left it in a very early state. So its more a test how it could be done, so it doesn't include everything that you are talking about. However i did make a sort of energy distribution system, even though it doesn't use wires. It more a "creep" like feature if you know the game series Creeper world i think its called? Anyway the idea was that you have a power generator that will generate power over time and distribute it through out the ship.

    And the player should be in charge of a spaceship, kind of like the game faster than light, but mixed with a sort of minecraft elements, where each block should be part of the space craft, and as you say when a block gets destroyed, power, air etc should leave the spaceship.

    Anyway i didn't get so far with it, and its quite some time since i did it, so im not 100% sure how much of it works. But i found it and you can try to check it out and see if maybe you can alter or get some ideas of how to at least do the power thing. So it match what you need, i would assume that you could do something similar just by making "Wire tiles" able to transport power.

    You can build different things using the keys 1-4. And spawn some enemy by pressing Q. (Just have to enable the group in the enemy event sheet first)

    However want to underline that its a very early prototype!!, but if you can use some i guess it doesn't matter

  • [quote:1zzxu78e]Yes, I could actually shift the position of the text-box depending on the number of digits, haven`t thought about that. But I guess running an if-condition after every score increase won´t be helpful to increase the performance, either...

    I wouldn't worry about that, that check would be made so fast that I would be very surprised if you would notice it and if you are really worried about it you can turn it off when the score is higher than 99. But you would need to make a SERIOUS amount of changes to score for it to impact your FPS. Otherwise the limitations of phones would have some really huge problems, making it near impossible to make any games I would assume

    Secondly you can always add a text object and when you test you game, see if its does in fact make a different. And if it does, just replace it.

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nimos100

Member since 23 Sep, 2012

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