FreshDopeGames's Recent Forum Activity

  • Thanks for the example project you added, oosyrag. I think this works but my version's not much different other than how I have the strings attached to arrays rather than the buttons you have in yours. Not sure how much difference that makes.

    There are too many moving parts to really show the whole thing, but here's what I do:

    • First, I have an array that's 4 by 2. The first row (y=0) has the names of the people ("bob", "sam", "jim", etc.), and the second row (y=1) has the numerical rating value that I'm associating with the name. Ends up looking like: "bob, 1" "sam, 4" "jim, 20" etc.
    • Next, I have a layout that throws compound sprites (one base sprite with another sprite pinned to it at creation) across the screen with bullet speed, and the player has to tap them before they go off screen to get points. Upon tap, the sprite is destroyed, but when it's first created I wanted to associate values from the array with the sprite. So the base sprite has 4 frames, and the pinned sprite has 6. Depending on the y=0 (name of people) value of the array, and the x column of the array, I want to select a frame of the pinned sprite to associate with "bob" or "sam" or "jim".
    • At the same time of creation of the base sprite, with the y=1 (person rating) value of the array, and the x column of the array, I want set the frame of the base sprite according to the value (i.e., if less than 5, frame 1, if between 5 and 10, frame 2, etc.).

    I hope this is better info. Like I said, I can't really pull this whole thing out of the system and have it work how I'm trying to explain....I mean....maybe I can try to put something together. I guess I've been avoiding building an entirely separate example project.

    Tell you what, if above is not enough, I'll put together a project to the best of my ability. I'm still pretty new to game dev (only like <5 years), so I've just wanted to stick to this one project while I'm focused on it.

  • If I have SPRITE1 and it has an instance variable 'varX' that's of type string, for some reason I'm not able to set logic around different strings that could possibly go into that instance variable. So if I generate 5 instances, but each time I generate an instance I want to say "if varX = "James" do this; if varX = "Bill" do that, etc." but Construct 3 doesn't seem to want to acknowledge this as valid.

    However, if I make a 'varY' that is a type number, and I say "if varY = 1 do this; if varY = 2 do that," it works perfectly. But if I have an Array, for instance, where I'm saving strings and I want to associate those strings with my SPRITE1 instances on creation, and then do some other logic around them after creation, I can't put a nested logic branch that's smart enough to read the string instance variable (because setting the string instance variable is easy enough).

    I don't want to have to make my array numeric just to get around this, because that would make it very hard to debug. I'm sure the solution is right in front of my face, but I've been staring at this problem for like 3 hours.

  • AllanR - If you could be so kind, the more I read this the more confused I get. Mainly because the way that Arrays seem to work is very 45-degree-axis-flipped from the way they normally work, at least in the inspector. In my understanding, a row is a record, but it seems that in Construct 3 arrays, a row is a field type (what would otherwise be a column in, say, a Google/Excel spreadsheet). But this makes it insanely difficult (maybe just for me to twist my mind to make it make sense) to READ in the Inspector at runtime. I want to see it like it would be a spreadsheet, but it shows in ROWS of X index????

    How is one supposed to learn this stuff if it's mirror-flipped twice?

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  • Thank you for that thorough explanation! I can definitely work with this. It's not an ideal solution, but hopefully anything that comes out of challenges with a software can be used to help the software evolve! Maybe they'll fix this in the NEAR future to be easier to manipulate??? Would you say that, if they did have the 'sort by x' feature (and that filter function as well) that it would be the right solution for this challenge? Or do you feel that your solution is easy to set up from scratch every time?

  • Thought it'd be a good suggestion to have an action in Arrays to where sorting can be done by column of the array. So instead of just sorting the whole array by either axis, you'd be sorting by, say, column 3 (x = 2), so that if you have a database of items, you could choose which column you wanted to sort by for inventory purposes.

    Tagged:

  • I thought this subforum was the "How do I?" section. I'm asking how to do these things. I wanted to explain what I'm trying to do, with the pretense of, "how do I do this?"

    How do I best replace TaffyDB as a reliable C2 database plugin? How best to set up inventories that can borrow data from each other? How to create arrays that I can use to make scrollable lists in C3?

  • Hey folks,

    I'm trying to create several item databases for my game, all of which I want to be able to display as separate scrollable lists on different Layouts:

    1. Inventory A - Items that are dynamically-generated from an Array of 'characters with attributes' that is populated by a JSON File in my project folder, in combination with some randomization of properties of each item
    2. Inventory B - Items generated as a result of a mini-game but the player can modify the names of before finalizing
    3. Inventory C - A 'currently equipped Inventory B items' bucket that can be viewed separately from Inventory A
    4. Inventory C - Items that are crafted from combining items in Inventory B
    5. Inventory E - Items that have been purchased from Inventory A, and deleted from Inventory D upon purchase

    Now, I think that Inventory A is actually the first one that I have to build, since it's pulling its data from a static JSON source. Then I would have to do Inventory B, and so on. Imagine this is the first three sheets of the Array:

    Sheet 1:

    Boom Stick 3 Shotgun 450 George

    Sheet 2:

    Pew Laser 10 Rifle 1000 Sarah

    Sheet 3:

    Ratatat 8 Machine Gun 850 Bilbo

    And each of these sheets would be a scrollable list item somewhere on a Layout (I 'think' I know how to make a scrollable list, just downloaded an example CAPX that has everything I need, but might need to know how to instantiate each list item from these Array sheets).

    I wanted to ask specifically instead of combing through a bunch of 'kinda the answer' posts that aren't easy to fit together. I can't finish my game without these scrollable lists, and they need to have solid data delivery systems so I figured Arrays would be the best way. For what it's worth, I had this figured out in C2 by just using rexrainbow's TaffyDB C2 plugin and For loops, but that plugin is not available for C3.

    Any help is appreciated!!!

    Thanks!

  • Thanks for clarifying. I was at least able to get my game back up and running in v163 (for now).

  • Is it actually impossible to make beta releases backwards compatible with stable builds? I just want to know if there's a way to add all of the new features and bug fixes in such a way that we don't lock our games in beta versions that a third-party plugin(s) can break on install.

    Maybe just disabling our events/actions that were only possible in later versions (wouldn't that just be a state-change for that particular event/action block)? That way we can just make note of what's been disabled and work back around it in stable without the plugins (that we added to the beta build) that broke our save.

    I'm sincerely asking if this is reasonable, because I'm not a software engineer (yet) and I have no clue what to do with my game save until somebody helps me fix whatever I broke by installing a set of plugins (Construct Master Collection for $100) and then promptly having to uninstall them one-by-one when my game save broke. Still can't get the save to load even after uninstalling them.

    Tagged:

  • BUMP.

    This should definitely be addressed soon. Ashley

  • I'll take a look at the link, but I started building my game in 2015 and didn't get the construct 3 license until I had already published my game to Google Play, heavily using TaffyDB, LiteTween, and some other plugins that didn't migrate over. I have been, I guess, essentially afraid to do the migration this whole tim because of that extra layer of complexity.

  • I started using Construct 2 when Intel XDK was a viable build service. Then, when that was shut down, I started to use Cocoon.io, until that also went by the wayside. I'm not really good at this particular portion of game development, so when I tried to use the Phonegap web service, I noticed there are some missing plugin integration steps that are vital to my game's functionality.

    I have no idea what to do now, and my players in the Google Play store are complaining about crashes that I can't track down, and I don't want to keep putting builds out that have the same issues because I'm using the same incomplete web services (Phonegap)... But I also don't know much about software engineering, so can anybody come through in the clutch for me with some amazing knowledge so I can just focus on DESIGNING A GAME?!

    Thanks!

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