Hutto's Recent Forum Activity

  • Objects aren't destroyed right away. With that in mind, there are several ways you could fix this. The first that came to my mind was doing this:

    <img src="http://i.imm.io/1hFeh.png" border="0" />

  • I enjoyed it. Played a few games, then played a tournament. Few quirks (unable to change a move, accidentally dragging off screen messed up a little, pretty much always able to get the ball to start, etc) but overall I enjoyed it. Well done.

  • What you're showing so far looks very nicely polished. Very professional. Great job.

  • First I want to say how awesome the debugger is. It's really awesome. Only now do I realize I would have been unable to finish my current game going in the direction I was. For example, I had no idea checking the width of a single sprite every tick would use ~1% of CPU. But with the debugger I can work around these things.

    Second, what I would like to see in the debugger is a tiny bit of flexibility in how the the events are displayed in the profiler. I love love love that they are organized by groups and by highest%, but right now the popout window isn't working for me and it is kind of hard to keep track of the different groups in the small vertical space of the profiler window when it is attached to the game window. Maybe a alphabetical option so they don't jump around so much? And some way to hide groups we're not interested in, or maybe let us click on specific groups in the events list to add them to the watch window?

  • Hey, thanks for the reply. That's a pretty good idea but is very similar to my icon for Charisma (stick figure radiating lines).

    Every spend some time writing a question out, and then the process of doing that helps to solidify a direction to go? That's what happened here and I ended up going with a small, basic hexagon to symbolize action on the grid.

  • If you could explain your problem in terms of C2 objects/plugins, it may be easier to understand what exactly it is you're trying to do.

    If you're trying to interact with two different instances of one object, like a sprite, you need to use two different conditions. One condition that selects your player, and another that selects your tank.

    Think of events+conditions like putting objects into a basket. Whatever action you run will change all of the object instances that are in the basket at that time. So use sub-events and more conditions to divide the basket up until you have the exact object you want to act on. Selecting by UID is pretty good but requires a tiny bit of overhead in order to manage it. Or you can select by nearest, or overlap, or a bunch of other ways to get only the object you want.

    Peace.

  • Hey guys, I've been working on my game pretty steadily over the past few weeks and I'm hitting a little creative slump when it comes to how to represent action points in game. I'm trying to use symbols for as much stuff as I can so it sticks in the mind better and translates into other languages easier.

    So I get to action points, which in my game are used to either move or attack, and ranging from 1-4 per character per turn. Most will have 2. The game is a turn-based fantasy rpg using a hex grid.

    At first I wanted to go with the hourglass. It has a strong, unique shape and is immediately recognizable and fits the theme of the game (magical fantasy). The problem is that hourglasses are almost always used in modern tech to symbolize the delay of time as opposed to the usage of time; that is to say inaction rather than action. So I'm wanting to replace those with something else.

    Any other ideas? Some kind of fire? Ring of fire maybe? Small flame? A dagger? Arrow? Something that resembles an asterisk? Plus sign or cross? Star? Bell? A simple curved horn? Something with a hex around it?

  • You can find some great free music on Open Game Art, ccMixter, and jamendo.

    On jamendo be sure to click Advanced and select a license that works with what you're doing.

    You will probably have to dig through a lot of music that doesn't fit your needs, but there's great, free music out there.

  • Hey David,

    The keyword you are looking for is Scrolling. That will allow to move the window anywhere in the layout you want.

    If you have the position (x,y) of the top of your tower, you can scroll to that location. As you add more layers to the top of your tower, continue tell the window to scroll to the new position (x,y).

    If you want smooth transitions so the window glides from one position to the next, you could use the MagiCam plugin. It works great.

    Good luck.

  • about interacting with instances, a quick fix is to create a variable (different value in each object) and start the conditions checking for that one... similar to object's ID but I never trusted IDs

    I can't remember the exact scenario, but it involved wanting to pass data from one instance to a second instance, so I needed a reliable way to reference each of them in the same action. Doing it as Sprite.value and Family.value did the trick after I picked one with a sprite condition and the other as a family condition.

    As for the arrays, I have them in a container with a sprite so it just makes more sense to me have a way to transfer this information when switching layouts, although I suppose I could make everything in the container global and do it that way.

  • Yes, version control works exactly as you describe. There is a central location that has the complete project repository. Each collaborator has a local repository on their personal computers. They make changes and save them to their local repository. Then they can make a push (or sometimes called a commit) to the primary repository. All the other collaborative developers can then update their individual local repository with the latest information from the primary repository so that everyone is in sync. Each push is tracked so you can see what files changed and who changed them, and administrators can even undo them if necessary. Plus a lot of other stuff that is very cool.

    It is a wonderful system used by tech companies everywhere. There's no need for Scirra to try and reinvent the wheel.

    You may find GitHub for Windows to be a nice introduction to the process: youtube.com/watch

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  • I have some globals that were showing up in unwanted places on other layouts. I noticed they were all on the 0 layer, so I created a new bottom layer called "Limbo" and made it invisible. Now when I switch layouts I don't have to worry about the globals showing up in places they shouldn't, and I can grab the ones from "Limbo" as needed. It's a pretty simple fix.

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Hutto

Member since 18 Jul, 2013

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