AmpedRobot's Recent Forum Activity

  • There's something I can't wrap my head around.

    Don't understand why loopindex is sufficient for increasing the x index of a 1d array (when using Repeat X Times to fill or access data from the array and theoretically 1 spawn), but when doing a 2D array and 2 different spawns you have to increment loopindex by a variable for both spawns.

    So something like X=0, and then

    Repeat X Times

    loopindex + X for first spawn

    loopindex + X + 1 for 2nd spawn

    Set X + 1

    (for looping through the x indices)

    I mean conceptually it makes sense, but this threw me for a bit of a loop initially because I thought for a 2D array this should work for 2 different spawns:

    loopindex for first spawn

    loopindex +1 for 2nd spawn

    I mean, why wouldn't the natural loop index increase of a loop take care of these things in a 2D array, when it does in a 1D array for 1 spawn?

  • Ah, thank you.

    Had no idea.

    P.S. Love your portal code!

    On Collision With; however is executed once per the green arrow.

    Overlapping With is once per tick, which is I suppose why the 2 exist.

    It would still be useful the have the one that executes once as part of a function, unless you can toggle the green arrow?

    I seem to have read somewhere that you can?

    Oh, well no matter.

  • Sprite - On Collision With Another Object - Destroy, etc.

    Why can't this be part of a function?

    There's no way to drag it in, Construct 2 won't allow it, so I'm guessing it's programmed this way.

    Why?

    It would make programming some things a lot easier.

    What's so special about this that it has this exception?

    I was able to do a workaround for what I needed, actually learned some cool new things by doing things in reverse vs. what I knew in this weird sequence (since this has to be outside a function), but if this was possible it would enable more complex functions and save a few lines of code here and there.

    From reading somewhere, I remember the green arrow means it's executed only once?

    How do you change it to once per tick?

    And again, why was this programmed this way?

    You could argue it's already its own function since it executes once by default, but I just don't understand why it's singled out with this exception and complicates programming a bit.

  • Thank you, Asmodean.

    That code rules.

    And thank you for the introduction on instance variables.

    I'll be sure to credit you.

    Plinkie, thanks for the input. I did experiment with toggling wait before, but it produced weird results.

    I stopped at Asmodean's code because it really works and is unbreakable.

    A little thing like that would've made the game look really unprofessional.

  • Uhm, did I become some sort of a Construct 2 social pariah after my monetisation post?

    I just didn't see the built in objects. They were new to me.

    Before people were helping.

    Now, no one is helping.

    This is very disappointing.

    If this bugginess is a normal part of Construct 2, I really wish I hadn't bought my license as it seems to glitch on the simplest things.

  • Here's the RojoHound version.

    This one glitches when you release the up and right arrow keys right after collision.

    The player usually falls twice from respawn point.

    http://www.darksunpictures.com/public/r ... h_new.capx

    ---

    Ideally, I would also like to block movement until player falls to ground and have the angle fixed while falling downward, but I dare not even attempt this until the above is solved.

  • Here is the capx.

    http://www.darksunpictures.com/public/DEATH_GLITCH.capx

    Basically to replicate the glitch, keep pressing the right and up arrows at the same time while aiming at the flashing object.

    Very shortly, you should begin respawning twice intermittently while in the air.

    Can anybody confirm the error?

    Found a fix?

    ----

    This seems solved by RojoHound's portal spawner thingamjiger at another object with associated goodies.

    I've only had it glitch once, but I haven't been able to replicate the glitch since despite my best efforts.

    ---

    I really don't understand it. Now, it's glitching all the time UNLESS u hold both arrow keys, so if you allow the player sprite to fall after collission it almost always falls twice, which is what I don't want as it looks like an obvious glitch.

  • Hi, all.

    Not sure what I'm doing wrong.

    Doing a first player death sequence on collision with sprite and it works fine for the most part, but occasionally glitches twice.

    --

    player-on collision with - set to player death animation

    wait 1.0 seconds

    player - set animation default

    player - set position x y

    --

    I tried it also with destroying the player and then system create object again, but it does glitch again when it falls occasionally.

    The player spawn sequence is the default from the Scirra template (if player is outside layout, move player to position x).

    The glitching is the player occasionally falling twice.

    Anybody saw this, solved it?

    Why does it happen?

    What's the proper coding sequence?

    --

    I added the collisions enabled as second flag as recommended by a you tube video (seems better), but still glitches occasionally (falls twice).

    --

    there is the destroy player - restart layout alternative (only foolproof one?) but I wanted to do it without spawning the layout again (or saving the previous one).

    --

    putting everything in a function but but the switching of animation seems to make it glitch the least (like 1 out of 20 tries), but if anyone has a foolproof solution, would very much appreciate it.

    and it seems to happen mostly when holding a key - like simulate platform pressing left etc.

    --

    could it be because the player is colliding with an animated object - 2 frames? and the collision condition only specifies the 1st frame? don't think so.

  • Has anyone tested the Facebook virtual good sales features via Construct 2 at least?

    ---

    I'm gonna mark this as solved as I found some more info by Googling this forum as opposed to straight Googling.

    I'm actually impressed by the functionality that's currently available in C2 out of the box with regards to monetisation.

    NVM!

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  • Hey, guys.

    Question about offering virtual in game goods in Construct 2 for real cash.

    (Mind you this would be only optional in the game I'm making if somebody really wants to step it up occasionally for virtual invincibility, which can be fun).

    I found so many tutorials, many of them defunct or only applicable to specific operating systems like Windows 8.

    So...

    1) Is Facebook right now the best way to sell virtual in game goods via Construct 2? If not, what is? What are the other options for iOS, Android? PC? Mac? PS4? XBox?

    2) If I follow the Scirra publish to Facebook tutorial and then do all the necessary Facebook steps to set up, will I be able to offer optional virtual good sales within my game?

    3) What are the best options for integrating ads?

    4) Are these ad integrating options the industry standard for other developers (Cocos, etc.) or some plugins specific just to Construct 2?

    5) What are the industry standard options for integrating ads/virtual good sales?

    This is of some importance to me because I'm trying to decide whether to publish a Construct 2 game at all once I have the prototype done or go straight into Unity for a remake.

    I am not knocking Construct 2 here at all because I think it's great proto-typing software and I think there could be some initial publicity value, even before the Unity versions are done, but I would like to offer the game with all its intended features and make sure I don't fall into any pitfalls like shady/buggy/not widely used 3rd party plugins which could compromise the game/not realize full revenue potential.

  • Wow, thank you.

    Much obliged.

  • Wow, blackhornet.

    Thank you.

    I owe ya.

    Such a simple change.

    I didn't even know you could access that (not sure I would've thought of it, even if i did; well maybe after some brainstorming, that's assuming I knew it existed as I've surprised myself with the arrays).

    I would like to learn functions, but they look fancy to me.

    I don't know the coding process or the logic.

    Sort of like arrays. They look scary, a little bit like driving off the cliff, but you're glad once you did it.

    Any suggestions as far as resources to learn how to use functions (a kindergartener's manual for Construct 2)?

    I don't really understand the logic or the coding from the capx examples I've been able to download.

    <----AmpedRobot----> throws virtual items at the blackhornet from games not yet made.

    Must code to finish something!

    Wait, I don't must anything.

    I actually enjoy it, ha ha.

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AmpedRobot

Member since 4 Jul, 2013

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