Ruskul's Recent Forum Activity

  • I have a few plugins that have math helpers and such, I think I threw in an a few lerps as I got sick of putting them in events. I think it would be nice to have more math stuff such as easing and whatnot built in. Noise generators would be nice to0!

  • One thing you could do is make both the robber and thief the same object and just give them different stats (ie damage) and pin different sprites to them based on what they are.

  • I think a trigger once will do what you need if I understand correctly.

    Whats happening at the moment is once you are above a certain score you just keep destroying enemies every tick, if that makes sense. Even a Boolean that you set to true once you have destroyed the enemies could be set and referenced in order to control it.

  • rexrainbow ha, I just about to mention the plugin you made for that- thats gold!

  • Hey everyone,

    How do you like to best manage data for games? Sometimes I know things like mario don't even need to worry about data, but then there are things like RPG that deal with alot of numbers. There are all the classes and stats and items and properties...

    What are you insights and how have you managed the sheer volume of numbers in a number heavy game? (for example cvc, custom data plugins, etc...

  • Hey everyone,

    I have a behavior I would like to share with the community but I am unsure how to proceed. I thought I would be able to simply attach the files to this forum post but I guess not.

    Suggestions?

  • I think this has been resolved at this point but I was curious if you figured anything out definitively. I have been putting properties in .instance for all my behaviors (so I noticed lol) and there doesn't seem to be any difference that I noted. There must be right?

    I suck at jscript and am much more comfortable with c++ or c# so sometimes I just fly with something if I saw it that way even if I don't understand why.

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  • create a new C2 project and search for "speech"

    Here you find an example of speech synthesis.

    Thanks, sometimes I feel like I miss the most obvious in my quest to find something. Thanks!

  • Hey everyone,

    I remember a year ago that I there was a way to make construct2 read some text aloud. I can't seem to find any mention of it. I also don't remember if I was using a custom plugin or not. I could have been.

    Does anyone know how to do this? I had a robotic sounding narrator readiing text.... it was neat.

  • Howdy all,

    I am looking to establish a business relationship with someone who can produce behaviors and pluggins for construct 2 who can afford to work very small jobs (this would be a sort of "on the side" gig ). The coding will be varied, but typically very short and something you could easily do in a few hours.

    I am an experienced coder and typically do the work myself, but life circumstances are preventing me from coding as much as I would like to. Consequently, I need help. To give you an idea of what you would be doing, see the 1st job description bellow.

    I need a a behavior that does the following:

    Saves the following states:

    Up

    Down

    Left

    Right

    Run

    Jump

    Fire

    Special

    For each state, the following expressions would be available (i'll use "up" as an example):

    behavior.Up (returns true if state "up" is true)

    behavior.UpA (returns true if state "up" was set to true this tick)

    behavior.UpX (returns true if state "up" was set to false this tick)

    behavior.UpLT (returns the amount of time passed since up was set true last time)

    behavior.UpT (returns the amount of time passed since up was set true this time)

    behaviror.UpD (returns true if state "up" was set to true twice in the last n time, where n represents a property that could be changed)

    Those same expressions would also be available as conditions (minus the ones that return a number, rather than boolean)

    Then as you might assume, the following actions per state would be available:

    Set stateDirection (select Up,Down,left,right , select toggle, On, Off) - This action would store the new state of an object, store the time the event happened, and store the previous state as well.

    I think thats about it.... At this point I would ask you about questions you may have about implementation, and I would ask you how long you think it would take (ie when will you get back with it) and how much money you would want for it. I would tell you that I wouldn't pay more than $25usd for it. Because most of this script involves simply retyping a bunch of crap I should expect typing speed will have more to do with dev time than anything else.

    Cheers

  • Arima

    I'm just curious how well this works in a large game where you have many little people running around. It seems like it would be a lot to ask for to have to keep reordering the objects. I've never thought about this problem until now, I originally assumed you could simply change the z order index to some arbitrary number... then you just set z = y or something similar. Also, that way the only thing changing is the objects that are dynamic and you wouldn't have to touch all the scenery...

  • Zebbi - Did you answer your question about instance based update vs object based update? If I'm understanding you correctly, then I use it to control each instance as I see fit. You can update all of the objects or you can use the conditions to narrow down which ones are affected.

    You need to make sure all get updated though and that none get updated more than once... unless you are simulating high speed and need more checks per tick for whatever reason.

    -Honestly though, at the end of the day, I have yet to be able to put the platformer behavior to a good use baring simple use case scenarios. I usually end up making my own, that way it is something new, unique, and mine. Its hard but then you can do anything and not worry about side effects of using the behavior.

    Addressing this would be great (collision filtering solids)... though I believe the most useful thing that Ashley could provide is more tools for lower level designs (access to the built in collision detection for example). Custom movement is an idea in the right direction but really lacks the tools needed to work with ideas similar to what Zebbi noted. Not being able to access collision information, I had to basically make my own collision detection, filtering, and then built a custom platformer behavior over that. At this point I still tell people c2 is great for speed and prototyping, but once you get down to "making the game" you have to script- even in c2 - if you want something original, that is, from a mechanical perspective.

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Ruskul

Member since 23 Nov, 2013

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