DuckfaceNinja's Recent Forum Activity

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  • Thanks for the replies.

    DuckfaceNinja, could you explain the multiple array filters you mentioned? I'm not sure what you mean, but it sounds interesting.

    It's rather complicated to put in words, the UI is similar to picture below, only the way it works is in the background is complex.

    Normally to filter just data, persist is not necessary for the check-boxes but I found out that, visual filter which involves complex amalgamation between arrays and sprites (instance variables, sprite IID, array sorting, ... , the list goes on), restarting the layout is necessary, so persist kinda goes well with restarting the layout.

    Restart layout & Persist check-box, is actually my workaround to my problem. I think it can be done better, eliminating the need of using persist, it just that things are just too complicated when I need to call a lot of functions, it tends to be buggy because there are things that are meant to built only once, but cause mayhem to everything instead, it's a long story, because I hit the ceiling of logic limitation which is the impossibility of closing never-ending loop.

    Best way to clear everything was by restarting the layout and rebuild the data according to the checkbox filter which retained after the restart, simply a no brainer solution with the existence of persist.

  • Ashley, maybe It's time for another "What's Next?" poll? To grasp the idea on what the current community really need now, the last one kinda obsolete now that the community has changed in number and ideology, and to add up that items in last poll have been rolled out. Just suggesting, to keep things in democracy.

  • I'm sorry but I don't really understand your second solution. Is it something to change in the project properties or the preferences? If so, I don't see where... Could you tell me more?

    I tried to create a few game before, but abandoned all since I have learnt a lot from all my 7 previous project, which equipped me enough knowledge to start on my real dream game, CCG . So, I did something like that before which I have 10 level layout, and just one event sheet. Basically, I put everything in that single eventsheet (ES), so if an object is not present in current layout, their event won't run. If remember correctly, I used a lot of condition checking the current layout name, to switch off certain events and group.

    [attachment=0:3qxp0len][/attachment:3qxp0len]

    Among solutions I tried to find, I thought about creating 4 global variables "E1", "E2", "E3" and "E4" and changing the value of the variables at the beginning of each level. For example : global variable E1 = "ninja1", E2="ninja2" for the first level and change the values to "warrior1" and "warrior2" in the second level, then replace the "ninja1" object by E1 in the character event sheet, hoping it would select different object types... But it don't seem to work... Maybe this is just not possible.

    Similarly, this perfectly doable by checking current layout name, then set your variables accordingly.

    However, personally, I don't recommended using just one ES, as I learnt that it is troublesome to debug because it could be anywhere, one of my best practice now is to have awful lot of ES, narrowing down on game bugs are much easier and time saving.

  • 1) There's no right or wrong answer for that, it is actually depends on how do you want to achieve it. I guess it depend on which method you're more comfortable with, and easy for you to debug, at the same time it works.

    2) Right-click, include event sheet (this is what you're looking for). Put the mechanic in separated event sheet. While storing unique variables/event in the layout event sheet. OR, all your level layouts can be referenced to one event sheet, you can change that in properties.

  • I found a way! A friend showed me how! =D

    Thanks, guys!

    I haven't look at this yet. Mind sharing a minimal capx on how to do it? I would be grateful to learn it.

    Tutorial would be awesome.

  • Hey all, thought I'd share that after about a couple months, I was contacted by a representative from Nintendo about if I was still interested in being a game developer.

    Unfortunately, it was a missed call when I was at work and I was away from my cell phone for at least just over a minute. I left a message that I'm still interested, and another a couple days later as a follow up.

    Just wondering if I blew my chance or I just need to be patient, because of all the lousy bad luck I've had during summer this really stung the most. Anyone experienced something similar?

    I think this belongs to off-topic.

    Anyway, when there is a lot of competition, the human resource dept won't really bother to get back to you as they should have a long list of candidates, they'll just move on until they hit the number of people they should be taking, once that happen, opportunity is closed. It is normal actually. I'm talking from experience.

  • Really? Like what? There have been dozens of requests by many people to improve the way layers, tilemaps, default instances, layout properties, etc. work and none of it has been addressed. I'm just tired of seeing the same things over and over while all that gets worked on is broken exporters and broken features for them. The editor itself needs more attention.

    TBH I'm glad that multiplayer plugin rolled out first than the editor environment improvement (I once requested same thing like a you are before). I'm sure you are here long before me, but then what Ashley prioritized to be developed/improved first are for reasons, the software itself is still young, give it a break, first thing first.

    I can relate this in game development as well, I always try to get mechanics/gameplay to be perfect first, then polish, I think this should be the same for C2, which I think editor improvement is similar to game polishing stage. Just my 2 cent.

  • R0J0hound

    At first I thought this bug is exclusive to my project, my last resort is to see your demo. The bug seems to be reproduced, see picture below, happens to all right bottom box/filter/whatever you call that:

    [attachment=0:x2n80pxj][/attachment:x2n80pxj]

    Honestly I don't know what's happening. All my browsers are updated to the latest, maybe something had change.

  • I don't know if it is better to use custom movement when you can achieve this with simplistic approach. See capx whether it suits your need.

    Player:

    Removed custom movement and 8-dir

    Added pin

    Added sprite (to assist movement of player):

    Added 8-dir

    [attachment=0:208cnj8c][/attachment:208cnj8c]

  • Actually I was typing on my phone so I had some problems with the keyboard :p.

    I'll try to be clear.

    The game is a JRPG game. I have 2 layouts:

    1) For the battle with an enemy

    2) To pick the set of moves you're going to use in battle.

    Let's say the player has 15 moves in storage, but in battle, only 3 are available.

    In layer 2, he picks his three moves that he wants to use.

    In layer 1, I need the moves picked in layer 2 to appear here and be usable.

    That's it! Hope this was better!

    There's a hint of similarity in my project to this. I have to choose cards, put in the deck, and bring it to battle.

    @Mumbzi use 2 set of array. One containing all skill [ArrayAll.size=15,1,1], and another contain selected skill [ArrayPicked.size=3,1,1]. Then transfer between these two arrays from ArrayAll into ArrayPicked according to user selection.

    Array mastery is essential, you might want to spend time understanding it. Seriously, spend time on it, it's worth it.

    Doing this visually layout to layout requires a lot of work tbh, but if you're comfortable with debugging mode, it should be simple. If you want to see thing visually, work on something first, then come again if there's problem.

    PS: 2.5 months ago, I started with 2 arrays (very much like your situation, don't know where to start and what to do), now I have 14 arrays communicating to each other. Array is powerful, use it!

  • Would it be possible to create a demo version of the game using the free version of Construct 2, and then after obtaining funds, creating the rest using the Personal License?

    I understand your statement in 2 ways:

    1) If you're getting funds using your game made with free license, you're not allowed, this is discussed recently.

    2) If your demo is only for show (i.e you want to show your demo to your sponsor), yes you can by uploading them to Scirra Arcade, or your own host. As long as you're not doing to make quick money or something.

    PS: The store is very useful if one doesn't have a fund to purchase C2 license, you can sell something there and use to fund your license. Cheers!

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DuckfaceNinja

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