Centra's Recent Forum Activity

  • it occurred to me but I'd prefer to keep it all in one array if possible. I'd also like to understand what's causing the problem exactly

  • I didn't know that, thank you. Didn't fix the issue though

  • I've been running this program to watch for errors and I found that gFalse2 will sometimes have the value 0, while gFalse1 will have the data meant for gFalse2 which leads me to believe there is something wrong at line 15 because it is skipping the first interval of the loop and putting data only in the second. variable.

    The array holds data like this [Answer,Question,FalseChoice1,...,FalseChoice5]

    Image link in case this one is cut off http://i.imgur.com/4veqeFo.png

    I'm trying to figure out a better way to randomly pick the second variable (gFalse2) so that it is not the same as gFalse1, what can I learn from this and how might I correct it?

  • I'd like to learn when to use a dictionary vs an array

    If I have two pieces of data such as a question and an answer where many questions can have the same answer, would it be better to organize the data using an array or a dictionary?

    I currently think an array is the better option because for lack of a better reason, I don't quite understand dictionaries. Could someone give some examples of plausible situations for using dictionaries to help me better understand them?

  • Is there a reliable way to pick the object (instance) that collided with another object (instance) of the same or different type?

    It seems sub events will pick the object which was hit by the first object. I would like a reliable way to pick the object that initiated the collision, which in this case would be a member of Staff_Sec

    Obviously the second sub event doesn't work.

    So here I'd like a way to pick the Staff_Sec instance that collided. Might be worth mentioning that this family also shares sprites with the family NPCS

  • Very cool, one of the better Construct 2 games I've seen, feels solid though.

    I liked the initial controls hint where you use the arrow keys and they disappear when you use them. I wish that continued a bit longer because for whatever reason I wasn't clear on how to use the water wave item (I'm not one for reading instructions in games) so I was stuck on the pit jump trying to figure it out.

    The pathing for the buddy seemed very well done, he would stay out of the way and then run up to bugs as needed and take care of them. What did you use for his pathing if you don't mind sharing?

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  • Updated my original post with an example picture, the debugger shows it as still having a value of 1 which is curious

    http://i.imgur.com/11DaKyN.png

    another picture with the text at 0 and the room instance at 1

    Anyway, thank you for looking into it XD

  • Hey there! Thank you for responding and with examples!

    So I was watching yours for a while and when all the valets finally left a floor floor the picked count was still 1 (on the room instance) which doesn't make sense if its tied to the text.

    (it cut the full image but the bottom right in the debugger shows current valet = 1 here's the direct link)

    http://i.imgur.com/b2AFRTM.png

    It seems that if any instance ever enters a floor the picked count will always be at least 1. I'm guessing it's something behind construct. Anyway the text picked count seems to be correct. I tried to take a recount of floors whose staff count was 1 even if it was zero thinking it might change but to no avail. I'm going to keep playing with it

  • It's basically a 2d tower and I'm counting on the y coordinates of each room to measure the amount of current staff on that floor however I'm getting wacky numbers sometimes. For instances I'll get a staff count of 1 if there is no one on the floor, so I assume its not picking correctly.

    Goal: To get an accurate count of instances of different types for each floor. The instances I refer to are staff, for example the valet.

    Note: The Staff_Valet family instances are also part of two other families which I'm using for movement and things so perhaps that's what is affecting things. Other times I'll get a picked count of 5 and no one is on the floor so I assume this has something to do with it

    Anyway I feel like I'm missing something obvious, I'm not narrowing the pick well enough so I thought I'd ask for a suggestion.

    The sub event where CurrentValet = 1 is because regardless of whether or not there are any staff on that floor it would set the picked count to 1 so I tried to counter it.

  • I'm on the fence here because I fear I don't fully understand what this is capable of but I thought I'd ask directly.

    I'm looking for a way to implement a potentially highly complex dialogue system that will include localization and functions something like Guzimus system in the link below.

    https://www.scirra.com/tutorials/833/mod-side-story-a-walkthrough-of-a-text-dialog-mod

    Is this tool worth looking further into for my purposes?

  • Anyway to do this referencing the same object type? ie two instances of the same object

  • Amazing stuff dude, thank you very much

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Centra

Member since 18 Jun, 2013

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