nimos100's Recent Forum Activity

  • Think you can do it, exactly how to do it, depends on the game you are making. But you can work with elements of the sounds, like peak, frequency, volume etc.

    Exactly how they work I don't know, as I haven't tried something like this before. But I would imagine, that if you use these an link the values that they return to some kind of obstacle creator it might be possible.

  • I have added a game to Kongregate as a test, but its some time ago so cant remember what I did with the scaling.

    However you can actually test it, but creating an account in there and upload it. It wont go live on there site unless you want it to, so you can test it and see what works.

  • Welcome to the forum :)

    There are two different events for switching layouts, not really sure why. But anyway, one of them is where you have to type the name of the layout you want to go to, and the other you just select it in a drop down. Why you wouldn't just use the drop down always im not sure, as it automatically updates if you change the name of the layout anyway, where the other one doesn't. But try to use that one instead.

    Using a new event sheet for every layout, is not a bad idea. As your project grows keeping track of things can be a huge problem, if you throw all the events in one sheet, you will very quickly start to loose track of whats going on. Besides that you can just include event sheets into layouts.

    Some tips for you, as I also started out just throwing everything into one event sheet, which costed some projects and some hair :D

    Make 1 event sheet named the same as layout, and keep this as the standard. Even though you might not actually add anything to it, but then you have it in case it suddenly makes sense to use it. If you need something from the other events sheets just include them.

    Make event sheets that take care of specific things in your game, for instant:

    Enemy

    Player

    Map generator

    Menu

    Sound

    etc.

    And just include them in the layout where you need them.

    If you use functions, never add them to the same event sheet where you have actually events, like "on Mouse", "Key down", "Every 1 sec" etc.

    But put them in there own event sheet, and again just include them where you need them.

    So your event sheet layout might look like something like this:

    Enemy

    Enemy functions

    Player

    Player functions

    ....etc.

    The reason for this, is that functions will never run unless called. So if you add them to the same event sheet as the actual events are, and then include it. Suddenly you might experience weird errors. Because some of these events triggers because you accidently forgot to take something into account.

    In general I would also suggest that you start getting used to use functions as much as possible. As it will speed up making the game. But also make the game a lot easier to troubleshoot. As a function is very easy to test....."You put something in, so you expect something to come out again". And if the output doesn't give you what you expected. You know that either the input or something in the function is wrong, and is much easier to troubleshoot.

    The project im current working on have 3 layouts, 15 events sheets with 1834 events/functions. Imagine having all those in one sheet, without organization and lots of functions this would have gone wrong a lot time ago :D

    So I would strongly suggest you start to organize your projects, even if they might be small now, just so you find a good way to work with them. I promise you it will save you a lot of problems and frustrations later on. :)

  • If these are the only events that have something to do with path finding in your game, I think the problem might be with the "Chewie is not moving along path" as you stop it, this will trigger true, and it will find a path to a new point and then start moving again. So you need to add a variable to Chewie that also have to be true for it to start looking for a new path.

  • That's really good news, Thumbs up for all your hard work, very appreciated <img src="smileys/smiley20.gif" border="0" align="middle" />

  • As far as I know its not possible. In my experience when using the path finding behavior, you really have to take it into account when designing your game. Its current state is unfortunately very weak, and any concept that requires to much use of this behavior, can vey easily ruin the whole idea, simply because you get these "time stops" every time you have to update the obstacle map.

    Think your best solution is to make one yourself, which is probably not easy, or hope that they improve this behavior. Or simply redesign the concept of your project so you don't have to update the obstacles more than once, reduce number of enemies etc.

  • Its rather easy to do. And can be done several ways, so ill just comment on one of them here.

    If you make an event that triggers every X nr of ticks/Seconds depending on what you like.

    And in there you add.

    Object.X = random(WindowWidth)

    Object.Y = random(WindowHeight)

    Since you want it to jump faster and faster, you can add a global variable called "Speed = 15" which will simulate seconds in this example.

    In the event "Every X seconds" you set the value to this variable:

    Every <Speed> seconds

    ...make object jump

    Then in the end of this you just reduce "Speed" with whatever value you feel like.

    So the complete code would look something like this:

    Global Speed = 15

    Event:

    Every <Speed> seconds

    Object.X = random(WindowWidth)

    Object.Y = random(WindowHeight)

    Set Speed to Speed - 1 (Will reduce it by 1 second every time it jumps.)

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  • Just want to start by saying im not here to offer to debug your code :D

    But what you could do, as I find very useful, when I run into stuff like you have here, and uncertain what is going on, is to make a list. That visually keep track of everything about the object causing problem.

    In my current project for instant I have objects with 76 variables, that are manually added, so something is bound to go wrong at some point. But having a list to where I can add those variables and keep track of those, that might cause problem is a really big help.

    In your case you could make it so it constantly keep track of the enemy.UID, Target.UID, etc.

    If you know that each enemy should keep track of its target. Then at some point. It might loose target and the target.UID might show something strange.

    Another way is to simply add a text object and simply set it to "Check" when the "code reader" gets to it. And then you just move it around to the places where you suspect things might go wrong.

    Anyway good luck finding the problem :D

  • You just have to reassign them again for the new layout.

    So if you have an object called "Plane" that is global and on layer "Game" on one layout

    Then when you load a new layout, you just add:

    Plane move to layer "Game"

    Was that what you meant?

  • Regarding containers you should read the manual about them, as its explained well there I think.

    scirra.com/manual/150/containers

    Regarding the Z-order then its only on the same layer. So I don't think it would do you any good, in what you are trying to do, as I understand it. As the blend effects are assigned to the layers.

    However you can add blend effects to objects as well. By simply selecting the object it self and do it there. But if you have a lot of objects, it will hurt performance quite a lot, but if you only have the one car, it shouldnt be a problem. If you do it like this you might be able to make your own GUI to control the effects, by simply manipulating the Z-order of each individual object.

    PS. Yeah the time out on the forum is really annoying, always do a copy/paste my self :)

  • You need to pin the objects together during runtime. You can either do this during the "Start of layout event".

    Pin object -> (The object it should be pinned to)

    Or if the object is something you create during the game, you can pin it after you have created it. Then you just add the "pin code" there instead.

    You should just choose which object you want to be the controller and pin the other objects to that. In your case I would assume its the object with the 8 direction behavior.

    Also if you want several objects to work as one while being on top of each other. They don't necessarily need to be on different layers. You can just change the Z-order. So if you have a tank, you just apply, a "Move to top of layer" for the turret. Otherwise you might end up with a lot of layers for no reason. Which will most likely make it very hard to keep track of things after a while.

    The way I use layers are like this:

    1. Hud

    (Keep all UI and HUD objects) parallax set to 0, so it always stay on the screen, even if you scroll.

    2. Marker

    If the game requires the player to be able to build something, this layer will hold any markers that the player can use to mark things.

    3. Effects

    Could be smoke, fire etc.

    4. Game top

    (You could use this if your game requires units to move on different heights, for instant planes, clouds or roofs if you wanted a game where the player can see through houses if they move the mouse over them)

    5. Game

    Hold the units that move around. And is considered ground level.

    6. Game bottom / Shadows

    If I want to use shadows I can put them here.

    7. Map / background

    Will hold the map or background of the game.

  • There are blend modes in C2, if you select a layer to the right, then there will be an Effect tab in the "properties" window to the left. However I don't think C2 can mimic what the Adobe and Autodesk tools can, as its purpose is not the same.

    Layouts in C2 should be seen more as an area of where you want to work.

    Like looking down on a skyscraper, some work on first floor and some 2nd floor etc.

    A stool placed on 2nd floor will stay on that floor unless you say it should be moved to the 1st floor. The floor on the 2nd floor blocks what is on the 1st floor.

    So in your case if you would want to drag a layout from one to another, what you actually do, is you say that all stuff on 2nd floor should be moved to 1st floor, but this you do manually in design mode, or during "running" the program and add code that do it for you. But I doubt that is what you are looking for.

    You can build your sprite object in design mode, and drag that around. However if you want these to move together when you run the program, you have to put them in a container or pin them together etc.

    You can dynamically scale sprites, but adding a value to there width and height settings.

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nimos100

Member since 23 Sep, 2012

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