Psynaptik's Recent Forum Activity

  • Thanks for replying! Those look really useful. I'll take a look.

    In the end I just typed in all the values into a dictionary again and used an array to select a key and then delete itself from the array in order to shuffle/deal the pack.

    But it was a topic that I wanted to understand now so that when I have a lot more data down the line I will be better equipped.

    I'll let you know how I get on.

    Edit: As it happens, I'd found that C3 CSV converter before (I think. It's posted elsewhere right?) and it wasn't working for me. Will investigate further.

  • Hi,

    I want to have some data that holds numbers 0-51, and then each value correlates to a card.

    Now I'm just writing a shuffle and deal mechanic, and I thought that dictionary would be best, but now I've changed my mind. Actually, it would be an array.

    I've got the data saved as a CSV in Excel (which I tried to convert into a dictionary .json file for C3 with no success). What's the best thing to do?

    I can't seem to get my CSV file to convert to array or dictionary properly. Is there a way to do this? Or do I simply have to re-input that data each time I make a mistake?! That seems overly punitive.

    Thanks

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  • Not sure what you mean. What's a 'bubble scale change'?

    Can you give a more detailed example of the effect you're after?

  • I'm working in a Uni and using C3 to teach my first years, and I have no issues with it at all. The fact it works through a browser is a god send with regards to security (don't need to reauthenticate C2 all the time when it updates!) and it can, and does, work offline (although tends to crash a bit more at this beta stage). Plus updates are automatic, which is also great.

    How many students are you using it with? It's ultra cheap for us using an education package for C3. Have you looked into the prices?

  • that's really helpful, I'll take a look at all that.

    Thanks!

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  • Make a separate sprite for each enemy type, but put them all in the same family.

    You can then use variables/actions at the family level, so that you only need to write your code once, rather than 20 times for each one.

    Another way would be to define a function, and then call that function from each enemy. Again, that way you're writing code only once but reusing it in several places.

    Hope that helps.

  • If you haven't already invested project assets into a large project, there's little reason to go with C2.

    The only reason you'd go with C2 is because it uses a critical plugin that hasn't been ported to C3 yet, and because changing versions/software in the middle of a project is foolish and incredibly risky.

    As already said, they're pretty similar - so much so that the majority of learning material for C2 (of which there is a lot!) applies equally to C3.

    In fact, C3 has some nice new features which streamline workflow, and because it's browser based you have ultimate portability and the ability to work anywhere with it - you just log in - this is something that I really like, personally.

    There are a few things I wish were in C3 already (saving a project in a file structure for instance), but they will get there eventually and they're not a deal breaker for me. I don't think they are for most people, if they're really honest.

    The majority of people who complain about C3 vs. C2 are really just trying to avoid admitting that they don't want to pay a subscription rather than a one-time fee. Which is a shame for them, because that's the way the whole software world is going. But people are entitled to their opinion, regardless of what I think of it.

  • When you press the button to change the direction. Start the turning animtion.

    When the turning animation finishes you can set the regular animation, and flipped.

    You can use the "On finished" condition to check when the turning animation has finished.

    Hope that helps.

    This is the first way I'd go about it - it will also look smoother (animations will blend together better, most likely).

    You could use a boolean system for a change in animation, but you could also use velocity.X of the player character to work out when to trigger or finish the animation.

  • Why would you want to access it another way?

    If you explain the problem and why this is an issue, then we can help more.

  • I know I shouldn't necro, but I've looked at the FAQ, done quite a lot of searching and I'm having exactly this problem and want to do exactly the same thing.

    Another way round it would be if I could access the name of the key by value (copy values to array, sort, then get keys by iterating back through the array), which also seems impossible.

    Any ideas? I'm using C3 if that makes a difference (which I would imagine it doesn't).

  • It sounds straightforward to me. You'd write a batch file that automates the unzipping and zipping.

    Hmm. I suppose. I've never tried that kind of thing, so that's why I didn't think about it.

    It's something else to learn, but could be really useful. So do you mean writing a batch file so that it unzips the files, stages it and commits it? I'm not 100% sure how that would fit nicely with git stuff (plus, I tend to be lazy and use the GUI tools, but hey - I have always thought I should get used to the command line!).

    (thanks for replying Ashley and R0J0hound by the way, much appreciated).

    Could you point me towards some resources that would help me get my head round this?

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Psynaptik

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