VIKINGS's Recent Forum Activity

  • Thank you blackhornet , seems to be exactly what I need. Unfortunately, just as I feared, since the solution is a bit more complicated I will be able to integrate it in every place except one. Funnily enough the place where it won't work in is your code too. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    So I've made a new video, and included the additional capx, please take a look and see if you can make it work in that scenario too?

    https://www.dropbox.com/s/oy0m4hrvxs772 ... e.rar?dl=0

    Thank you.

    P.S. Thank you too 99Instances2Go for trying, but it seems blackhornet wins this one, again. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

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  • Hello World,

    I have a annoying little(yet very important) problem that would fix a bunch of issues in my project.

    I need to use the family object to spawn some objects depending on that family's instance variable. To understand exactly what I'm talking about please download the archive below which contains an example capx and a video where I explain everything.

    https://www.dropbox.com/s/r6pih3or3jog1 ... m.rar?dl=0

    Thank you.

  • K, I tried it out and managed to get it to work; I don't yet fully understand how and why it works, but it does.

    Sadly it only seems to have made my game slightly playable... I don't know, maybe the entire game idea wasn't any good to begin with....

    Alas, thank you for showing me how to do it blackhornet , it's probably gonna come in handy one day regardless of what happens with this project.

  • I'll take a look at it, but I doubt I'll be able to make it work... That's why I used the phrases "can't code for ***** and "simple piece of code".

    Thanks anyway blackhornet .

  • Eighter you're misunderstanding what I'm taling about blackhornet , or I'm misunderstanding what you are talking about. So I'm gonna answer for both cases.:

    1. If you misunderstand:

    • forget about the positions, that is not the problem, I like the way I am positioning and moving them at the moment. The problem is that by just creating a family object(which is random in itself) things are too random, I get too many duplicates so I need a way to make it less random on created, but I don't see how that has anything to do with their positions.

    2. If I missunderstand:

    • yes, the gameplay area is basically a grid I guess. The problem is that the first row that gets created(the rows you see in those events) are non playable, they are basically just to show the player what's coming next. Think of tetris, you know how some versions of tetris have a small box, outside the play area, where it shows you a small sprite of the next object that's gonna drop down? Like that.

    Because of that the first row that gets created is smaller 45x45 so as to ocupy just half of the... "grid box space", then the first time it gets pushed up(and goes into the playable area) it moves just 60px, gets resized again to 65x65, after that every time that row gets pushed up it moves 71px on y.

  • Basically I want to be able to create objects randomly but without much repetition blackhornet . If there is a lot of repetition that makes my game unplayable as the player doesn't stand a chance....

    And if I just leave create object family like that, even with just 8 objects in the family and a row of 6 created at a time it's still unplayable.

    Like I said, I tried doing a bunch of stuff and nothing worked(I can't really code for **** I guess), so I figured as a last ditch effort maybe I can just add some parameters to the function so there is no repetition per row.

    I'm hoping that no repetition per row would work best, not sure... Ideally I'd like a simple piece of code that is easily modifiable to give me some control to increase/decrease the randomness and that works with the spawning system I have. But at this point I'd settle for just those function parameters, if that's even possible at all....

  • Bump. Nothing, nobody?:(

  • Hello World,

    I made a topic a few weeks back asking for help with pseudorandomness, you can go check it out if you wanna see what that was about. At that time someone helped me with a nice example for how my game worked at that time.

    Sadly since then I had to change some stuff around, instead of having a bunch of objects each with several frames I now have hundreds of objects with just the one frame each. So, unfortunately, the capx that person made doesn't help me anymore.

    I tried modifing it, I tried playing with arrays on my own, using other examples/tutorials for shuffling, etc. and I still can't do it....

    I'm pretty close to giving up but before I do I figured I might as well ask. Check the picture below please, with how my code looks, isn't there a way I could simply put some parameters on those functions so when they are called to create an object they don't create an object that has the same UID as another object on the same y as the object being created? This way I'd have "some"(I guess) randomezation without much repetition and I wouldn't have to modify my code much, just add those parameters, wouldn't have to worry about freaking arrays, etc....

    Thank you.

    P.S. Ignore the depressing lyrics of the music I'm listening to atm that appear in the image, I couldn't find the strenght to care enough to cut them out this time.

  • Hello World,

    Could someone please make a plugin for app invites(part of the google play services) that works with intelxdk? You can read more about what this does here.

    Thank you.

  • Well, that's me, I always overthink things. Ok, thanks for the help and explanations blackhornet , time to get back to work I guess.

    Sadly it seems that now I have to delete the variables for all the objects(and I have hundreds of them...) then add them to the family, then go and edit them again for each object.... It's gonna take forever, sigh...

  • Ok, that's what I suspected you might be talking about, but I don't really understand how that works blackhornet .

    So when I do that it's gonna pick the value of the instance variable from the object that just colided then automatically copy that value into the instance variable of the family(if they have the same name?) and then compare variables of the families which now have those copied values to see if they match?

    Is that what's going on, or am I getting it wrong, how exactly does that work?

    LE: And then I'm gonna right click on those 3 conditions, add else, and that "else" is gonna mean "if eighter of those 3 is not equal then do this"?

  • I misspoke there LittleStain what I meant to say was "I don't even see how that would work."

    Could you guys please use that capx, modify it to show me what you are talking about? Because I don't think we're on the same page...

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VIKINGS

Member since 13 Feb, 2014

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