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  • I've checked the array in the debugger. The function to create move point should be firing since the extra clause mentioned above is not an issue when all the programs are sitting on their spawn points and only occupy one space.

    However, I'm not sure why they're not showing up:

    <img src="http://i.imgur.com/YLlOrJI.png" border="0" />

    The highlight code is exactly the same as vee41's (his example works 100% perfectly):

    <img src="http://i.imgur.com/UE2pzss.png" border="0" />

    I think the problem lies in the actual function call:

    <img src="http://i.imgur.com/nepJquq.png" border="0" />

    I have the spawn highlighting section hidden because the highlighting is clearly working. I'm not quite sure what is wrong.

  • I definitely recommend Kyatric's advice.

    My space shooter is based on his 'Asteroids in 100 events or less' tutorial, and reading through that .capx and then modifying it to include enemy ships with AI and whatnot helped me learn a lot about developing with C2. I definitely recommend a similar approach, since starting with a completely clean slate when trying to make something as simple as Pong can be daunting for the first-time C2 user.

    My open source turn-based strategy game is pretty much developed from scratch (although Yann, cvp, and vee41 have made some large contributions). It is basically a remake of an old Shockwave game I enjoyed playing, and I definitely recommend cloning a small game because it will allow you to not have to have great design and instead focus just on the mechanics (designing games is hard to do effectively without prior game-making experience - anyone who thinks it's easy has likely never shipped a game).

    I'm actually in disagreement with many of the people here who recommend developing small prototypes. For me, making working demos of various concepts is not hard - it's the polish like full-fledged inventory systems, cutscenes (and even scripted, dynamic menu backgrounds) that will demand the most of your work when you actually want to finish a game, and by working with the goal of completing something, you will gain experience in the area of polish whereas with prototypes you likely will not.

  • Naughty dog sounds amateurish but its one of my favorite and has a major release series under it.

    Naughty Dog is also a company that is paying its employees to develop games.

    You're trying to bring together a volunteer group but at the same time telling this group that they have to release under HolyHell Games.

    I don't mean to hijack your thread. I think saying you want to form a team to build a game is excellent, since multiple people will likely make a better game. However, the release-name restriction you are stubbornly applying to a volunteer team is likely not going to get you many willing developers.

  • I think the issue with answering this question is possibly due to the mentality that the engine determines the end product.

    Take Angry Birds for instance. Can you make Angry Birds in C2? Yes. Can you make it in Stencyl? Yes. Gamesalad? Yes.

    It doesn't matter what engine they made Angry Birds in. The fact is they made a polished game and marketed it well.

  • We can help you best if you provide a .capx

  • vee41

    I noticed in your highlight move function, you check whether the space is invisible or not in the array. However, my program has an additional complcation: units on the board can take up more than one space (their 'parts' can occupy more than once space). In my array, if a square is occupied by a program, the UID of the program is stored in the array.

    To check that the square is also not being occupied by a program, would I have to run a loop to see if some Program.UID (they're all in a family) does not equal the value stored at that location in the array? Or does one line of family.UID = Array.Value automatically check for the UIDs in the family for a match?

    <img src="http://i.imgur.com/pTlQ4CO.png" border="0" />

    Complicated question, I know :(

  • vee41, I've moved it into a function, which is now called at the start of the player's turn. I'll fiddle around with the updating as I flesh the game out further.

    I'll start working on the grid display next :)

  • vee41, I've read up some more and invisible sprites actually seem to do nothing to performance, so you are right.

    I'm having issues replicating your array method, as it seems like every spot in my array is getting the same value for some odd reason:

    <img src="http://i.imgur.com/JWx7YpX.png" border="0" />

    I tried to convert your array code to work for my program. The catch is that yours checks the animation state, mine has to check if a sprite is invisible (as opposed to animation state), and whether there is a program sitting on it (I don't destroy the board spaces when a unit is placed on top of them, as the units exist on a layer above them and have the appearance of 'sitting' on the board spaces).

    <img src="http://i.imgur.com/n1mMaYJ.png" border="0" />

    Any idea why I'm getting the same array value every time?

  • I'm going to go ahead and offer my opinion here about the name. The rest is all fine, you're looking for a team, makes sense.

    HolyHell Games sounds very amateurish and I can see religious folk possibly taking issue with it. Also, saying HolyHell is the name these games are going to be released under is basically bringing to light a point that you tried to cleverly hide - you're not looking to form a team, you're looking to 'get' a team.

    The team should have the right to choose the team name, what website it is published under, etc.

    Just my two cents.

  • I personally use viewports to center stuff.

    ViewportRight("Layername") / 2

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  • vee41

    The game board is 18x7, and filling every possible space with a square (even if invisible) is 126 sprites. Add in UI sprites, the gameplay sprites, background image + sprites to create background animations, and we're looking at 180-200 sprites on screen. Thankfully, this game is turn-based so these sprites aren't all moving in real-time.

    I intend to make the game as flashy as possible while minimizing the amount of sprites that are 'doing nothing'.

    Now, I'm not sure what the performance gains are on not having sprites vs. making sprites invisible, but maybe Ashley (or anyone who is knowledgeable on this matter) can explain whether the performance gains caused by removing sprites altogether (as opposed to making them invisible) is going to make a difference.

  • Got a screenshot?

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Excal

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