tunepunk's Recent Forum Activity

  • This didn't seem to work either as expected. Is there no way to compare and pick the way I'm trying?

  • Let's say I have a Family with 100 Sprites randomly placed on the screen.

    I want to pick all of objects in that family that is closer than 100px to another one in the same family, if there is any?

    In my mind this would work but it doesn't really.

    Pick by evaluate. distance(family1.X, family1.Y, family1.X, family1.Y) < 100

    It seems like it's always true, since itself is always closer than 100px to itself.

    So what is the smartest way to filter out itself in the evaluation?

    Expected: If any objects in a family is closer than 100px to eachother = True (Picked)

  • R0J0hound So what's the best way if I want to use Group1 for picking UID's and Applying them To Changes by those picked UID's to Group 2? I have to load all the UID's to an array? use for each X of the array to pick UID's in Group2 and apply to group2?

    I thought I could be smart to Pick objects by UID in one family, then make changes to objects in another family based on the UID's picked from the first family.

  • In events 5 and 9 you are picking from group2 but the action that sets opacity is for group1. I'm guessing you meant to have the action apply to group2 not group1.

    I was thinking of using Group 1 for picking objects by UID, Since UID's are same no matter what group the objects are in I wanted to apply changes to objects in Group 2 based on the UID's picked from Group 1? Or this maybe not possible by design? Maybe the only way is to load all the picked objects UID's in group 1 to an Array? and then pick UID's from the array, to pick objects from Group 2? Just seemed very inefficient, and cumbersome to do it that way.

  • blackhornet , so you can't pick UID by one group and alter by another. Felt like it shouldn't make any difference, since an UID is always same no matter what family the object is in. Oh well... back to the drawing board.

  • Problem Description

    I have 2 different families. Both holds the same objects. When i try to pick objects in family 1 by UID, it works great. When i try to pick objects by UID from family 2 it does not work.

    Attach a Capx

    [urlhttps://dl.dropboxusercontent.com/u/20560446/Scirra/family_error.capx

    Description of Capx

    Some examples of UID picking in families that does not work.

    Steps to Reproduce Bug

    • Create 2 sprites
    • Create 2 families
    • add both sprites to both families.
    • try pick by UID from family 2, does not work. Observed Result Not picking correctly. Expected Result Expected to select the correct object with the correct UID. Affected Browsers
      • Chrome: (YES/NO) Yes
      • FireFox: (YES/NO) Don't know
      • Internet Explorer: (YES/NO) Yes
      • Edge: (YES/NO) Yes

    Operating System and Service Pack

    Win 10.

    Construct 2 Version ID

    Construct 2 beta r229

  • I was trying to get a function to select objects in a family that did not have the (UID) in the param, and I couldn't get it to work.

    I have 2 families, which both holds the same objects. With a function i wanted to pick objects in Group 1 with UID 1, that worked, but when I tried to pick objects with or without UID 1, from Group 2 it didn't work.

    None of the conditions above worked for picking objects in Group 2. Is this a bug or am I missing something. It doesn't make sense.

    edit, this didnt work either.

    Capx.

    https://dl.dropboxusercontent.com/u/20560446/Scirra/family_error.capx

  • Thanks blackhornet That shape didn't make sense att all, was trying =/= and all sort of things. I think the manual need to clarify those a bit. They are just listed without explanation.

  • Can't fingure out how to write this in expressions. The crossed over equal sign. Anyone know how to?

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  • Cool. That gives me a good idea of how to use it. Thanks.

    I ave loads of objects that change opacity depending on the distance as well as objects that change their physics depending on players virtual z position.

    Opacity can easily be changed to Every 0.1 - 0.2 seconds, you won't notice much difference. Movement/position can be a little bit jumpy if you set it too low. I'm not sure if it would use less performance or not, but you could lerp between postions if you set the poisition as low as every 0.2 seconds. I did that in my multiplayer game for other players since I'm just recieveng their position evey 0.2 seconds, but on your scale with many objects I'm not sure it would be very efficient. Worth a try maybe?

  • Wonder what's inside the cabin?

    Looking great. So what's inside?

  • Hey tunepunk, on a completely unrelated topic for a second, did you notice our user names are similar? All we need is to find a guy called 'codepunk' and we could team up together and make a game studio called 'GamePunk' Ill do art, you do tunes, codepunk does the code.

    Maybe we'd need 'marketingpunk' too.

    Haha not a bad idea, would be a funny setup. Sorry for late reply to this topic.

    Anyway, regarding monetization there's also other factors to consider.

    Personally I'm greatly opposed to using ads in game. I don't like ads, they look ugly, and ruin the game experience, and makes the game look cheap, BUT I understand it allows you to earn a bit of profit on a free game.

    IAP's are handy BUT forces you to design the game around this monetization model to earn some money on your game. U can restrict the game for those who don't pay. Like Candy Crush U can play for free but you have to wait for new lives, unless you buy more. I don't know how games like crossy road did so well with IAP, I never saw any ingame ads, and no restrictions, other than characters you didn't unlock yet, but I really like this model. Other characters have no advantage/disadvantage. Pure cosmetics, and people seem to buy it.

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tunepunk

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