CannedEssence's Recent Forum Activity

  • Okay okay, I'll post a project file example and image:

    CAPX: iu.box.com/s/erbqmp2jffivlzwrbu0y

    Screenshot from project:

    <img src="http://cannedessence.com/Construct2Screens/OrBlockTest.png" border="0" />

    The event fails to trigger, even though the blue point is overlapping the sprite. If you disable the redpoint check condition, then it works.

    If you insert a System Pick All Sprite condition in between the redpoint and bluepoint checks, then it works too.

    Is this intended behavior? If so, I disagree that it should be that way. I don't think that conditions that fail in an OR block should be picking objects.

  • UPDATE: Check the second post for project file and image of issue, and the fourth post for a description of the issue/potential bug.

    Hi, from my tests, I'm seeing that the OR block is picking objects even when one of the conditions in the OR fails.

    For instance,

    Tiger == Red

    OR

    Tiger == Green

    OR

    Tiger == Silver

    If the tiger is Silver, it won't trigger because it is picking the red tigers in the first condition, and when there are no red tigers (only silver tigers), then the SOL is empty because of the failed first condition.

    For reference, the actual condition I'm testing is the new System Pick overlapping condition, so maybe that's where the problem is.

    I've isolated the OR block as to where the problem is lying. If I separate out each condition into separate events, it works. It only fails in this OR block.

  • All too coincidental. I came to Scirra just now to search "check collision with point", and while I was typing that, it caught my eye that the most recent post in the General forum (seeing this from the main forum landing page) was in this thread.

    Ashley, you say that you've implemented it into r137, great! When is that due to be released? Wait, just checked the release page, and wow it looks like it's out. I'm gonna give it a shot!

  • Is there a way to store a position as a single data type?

    Since this is a 2D engine, I figured there'd be a native way to store a position in a single variable, in order to store a position, or to be able to store an array of positions.

    For example, in most 2D games, I'd expect there to be a struct or class called Position or Vector2 that simply has two numbers X and Y.

    For an editor like this, having a natural way to store positions global, local, or instance would be tremendously intuitive.

    Is there a best way to do this?

    Thanks

  • Thank you for the responses, that's nice to know.

    So you're saying that because of the graphics chip and VRAM on some devices, it might be faster to break the 1x1024 image down into a 32x32 image, where the gradient is arranged in a tabular way, i.e. to have the first 32 pixels from the top of the gradient as the first row, and so on; to then make the Sprite object, add the art as a spritestrip with 32 rows and columns;

    to then generate 1024 instances of this object, placing each next frame below the previous.

    Am I right?

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  • California

    Yes, the 32x32 sprite sounds like it'd be faster, but a single 32x32 Sprite can't do everything a 1x1024 Sprite can. For instance, if you wanted to have a gradient that vertically spans the entire color wheel with 1024 different hues.

  • I understand that Construct 2 will automatically attempt to consolidate all the Sprites to 512x512 Spritesheets.

    But say that you have a Sprite that is--for whatever reason--1 pixel wide by 1024 pixels tall. I assume that Construct 2 does not attempt to split this image up. If it did, it could theoretically be packaged into a 32x32 square, but I doubt that's what Construct 2 does.

    So, what does happen? Does it instead create a single 1024x1024 Spritesheet, attempting to put the other Sprites in it as well? Or gasp, does it create a 1024x1024 Spritesheet exclusively for that object?

    In this situation, it would make sense to break the Sprite into two Sprite objects, one lower one pinned to the top one, but that seems a bit excessive.

    Any ideas?

  • Pretty clever R0J0hound, I like your thinking.

    It's still a hack though, opposed to properly referencing an array of instances that already exists.

    It sounds like your idea is the best one so far.

  • Is there anyway to send a selected object list to a function, or otherwise use it anywhere else in an event sheet, other than the event it was picked from?

    For example, say I was making a game where I was catching butterflies with a net.

    Let's say that I caught (picked) several of the butterflies on screen with one swing, but I only wanted to keep the largest one.

    I'd want a function like GetLargestInsect, in order to not have a bunch of nasty code with local variables, loops, conditions, in the middle of a simple event like swing net. I could isolate it, and more importantly, I could reuse it, instead having the same code in multiple places.

    Is there any way to send the selected object list to the function, without populating a temporary global array with UIDs?

    Thanks

  • Sorry, but it the program says I cannot open it because it was saved in r133 or more recent. As far as I can tell r132 is the newest free version available.

  • I like it a lot, it's very well-polished. You might be able to add a couple of animations, like when picking up a coin, or something.

    My biggest suggestion would be in the balance of the upgrades and their accessibility.

    For instance, in order to be able to advance in the fastest, most effective way, the dominating strategy appears to be to just hold out until you can afford the best of each category of upgrade.

    I don't find that kind of grind to be very enjoyable, so when the dominating strategy is obvious and not too enjoyable, then an alternate design might be worthwhile.

    Perhaps you could stage the upgrades a bit. Force the player to try out other items they may not have considered otherwise.

    Just some ideas.

  • If this were a bug, and common enough that forum folks would be able to identify it based on your description, then it probably would have been fixed by now.

    That being said, I suggest posting your capx file in order for the community to investigate, assuming you haven't fixed it yet yourself.

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CannedEssence

Member since 17 May, 2013

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