jwilkins's Recent Forum Activity

  • As an example of what I am talking about, No Man's Sky will give players quests where the objective involves navigating to a specific location within the currently generated solar system.

    Obviously the game is not storing the tens (or hundreds) of thousands of structures strewn across a solar system in data, it's locating them and then setting a waypoint, but how?

    In my own project I have a 2D overworld. I also have quests, that I would like to point players to specific structure types (house, hotel, store, ruin, etc) when the quest is generated.

    Currently I do this by running the terrain generator for X by Y tiles and have it check to see if one of those tiles is the requested structure. This mostly works... for now. The more unique structures I add the less likely this returns the location of a requested structure type.

    One way to combat this would be to have a failed check try again by moving X tiles away from the last check in one direction, repeating until it finds what its looking for. This would work, but it could lead to very long loops unless I cap it, and then you just end up with failed checks again.

    Any suggestions from anyone with experience in this?

    Tagged:

  • DiegoM hrm, that's disappointing. I guess my confusion here mostly comes from the fact that these tools exist in the tilemap plugin, just not in the brush editor, it seems like it would just be a part of both.

    It's a bit counterintuitive that a tool meant to speed up tilemapping would be missing features that can be reproduced manually. Would really like to see this feature added in the future since the tile brush has a lot of wonderful functionality otherwise.

  • I feel like I must be missing something obvious. I recently discovered that you can tell construct to place tiles using the tilemap paintbrush during runtime. Great! I could replace my tedious code that handles this for me when building procedural dungeons.

    Or it would be great if I could just mirror/rotate the tiles in the brush editor, but I can't find that. Is it just not possible, or am I missing something? Is the intended solution to have duplicate tiles that are mirrored/rotated in-image for this situation?

    EDIT: Accidentally posted this in the C2 forum,reposted here after deleting original topic.

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  • That is very handy to know going forward, thanks for the insight!

  • Also, just saw your previous posts dop2000, there are no waits in any of the functions being used here. There are no waits in any functions in this project for that matter, unless I very specifically needed them and used them knowing picking was unnecessary from that point onward.

  • It was, most PlayerFamily objects are not swimming, and I actually never tested the issue with one that was swimming.

    IsSwim is just a boolean that gets set the moment a player enters water, and then it gets updated to false when the player leaves the water.

  • Storing the local UID and referring to it again after the Function.ReturnValue did the trick, thanks for suggesting that. I had tried using that method previously, but I think I was a little hasty in dismissing it and placed the "Set LocalUID" action in the wrong spot, or needed to use the "Pick All" event as well, in any case it's working properly now:

    Why this is the only time this function has failed to produce results is beyond me, if it happens again I might pursue it further but given how many skills I've successfully implemented until now with it, I think I'll leave it be.

  • Skills aren't tracked through instance variables, there are far too many of them to do that.

    The PlayerSkillSetup function scans an array that is populated with the collected skills of the player(s) for the requested skill. If the skill exists in the players Y rows (each player has their own X row) then the function returns the "skillExists".

    This system has worked fine for the previous 40+ skills I have setup this way, hence why I haven't bothered sharing the PlayerSkillSetup function since it's never given me these issues with those previous setups.

  • try to insert a browser log of the UID in between each of those actions and see which one is interfering?

    This was a good idea, but gives me... bizarre results.

    If I set it up like this, where the browser alert comes after everything else and I disable the ValueText object spawn, it returns the correct UID:

    However, it fails to actually update the players variables. Their HP remains the same (double checked in the debugger to be sure).

    Enabling the ValueText object spawn causes the browser alert to once again return 0.

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  • This is Construct 3, but it is built on a project that was originally started in Construct 2, and had far too many old Functions for me to feel comfortable updating them to the new Function system. I've continued to use the old function system as a result.

    What UID is it showing in the browser logging?

    This is the frustrating part of this issue. If disable the actions that update the players health and spawn the text object, the browser alert returns the correct UID:

    However, the moment I toggle those actions back on, the Browser alert returns a UID of 0.

  • I have a function I run to check if the player has a skill when it would be triggered. This has worked perfectly fine for the implementation of 40+ other skills, but this one time it just refuses to work properly. In this case, the skill is supposed to heal the player slightly when the conditions are met to pick up a coin:

    So as you can see, "PlayerSkillSetup" is ran, and if the player has the skill it is checking for ("skill_greed1") the Function.ReturnValue should equal "skillExists", at which point it runs the highlighted code.

    And it does run that code, but on nothing. Because despite passing the PlayerFamily.UID through the "PlayerSkillSetup" function and verifying it is picking the correct instance, the highlighted code runs on nothing. It spawns the ValueText object at 0,0, so it is running.

    I have tried a dozen different work arounds on this thing to no avail, and I cannot see what very well may be an obvious issue, help would be greatly appreciated!

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jwilkins

Member since 17 Dec, 2016

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