gumshoe2029's Recent Forum Activity

  • Pode made an awesome iFrame plugin sometime ago.

  • I have a few basic steps that I use when searching Google for tutorials.

    1) I start with the name of the platform or language that I am working in: Construct2, javascript, java, etc. (I use Construct2 as opposed to Construct 2, as it leaves less room for Google to misinterpret it -- Google complains, but you can smack it upside the head and say "Yes, I meant Construct2 and not Construct 2)

    2) Next I put in either a specific action, like "mouse zoom and pan" or in your case "walking animation". You have to remember that Google tracks your IP and your previous searches and tries to use your history to inform its future searches.

    When searching for examples or tutorials, it is best to break it down into as technical pieces as you can, then work your way back up from the most basic and technical level. Occasionally, you can include the word "tutorial" or "example", but those don't always work.

    Here is what I got for "Construct2 walking animation":

    https://www.scirra.com/tutorials/413/di ... -animation

    make-my-sprite-walk_t65691

    https://www.scirra.com/tutorials/1425/a ... -run-cycle

    For "Construct2 picking up animation":

    https://www.scirra.com/tutorials/382/pi ... next-to-it

    https://www.scirra.com/manual/48/image- ... ons-editor

    http://gamedevelopment.tutsplus.com/tut ... medev-8354

    http://steamcommunity.com/app/227240/di ... 682087465/

    Usually, you can use the information contained in pages that you find to hone your search. Your goal is to get to the most basic and technical level first, then begin working your way back up again.

    For example, in this tutorial (https://www.scirra.com/tutorials/382/pi ... next-to-it), it says:

    [quote:3fs4cwkd]Make two collision boxes that check for left and right respectively, and just fill in the event sheet as you see fit

    which should tip you off that collision boxes are involved in this action sequence, so your next search should involve collision boxes, like:

    "Construct2 collision boxes":

    https://construct2.wikispaces.com/Collision+Polygons

    https://construct2.wikispaces.com/Collision+Detection

    https://gamejolt.com/community/forums/t ... emies/4533

    After reading through this link (https://construct2.wikispaces.com/Collision+Detection), you see that collisions are nothing more than "overlaps" combined with "trigger once" events, which gives you one or two more search terms. You can basically rinse and repeat this to learn everything about Construct.

  • I don't think C2 allows you to run directly from the file, so you would need to run a local web server on your iPad.

    Apparently, it is possible.

    https://www.quora.com/Is-it-possible-to ... an-look-at

    http://www.cnet.com/news/turn-your-ipad ... eb-server/

    Then just run it from http: // localhost / yourwebdir / your app / index.html (minus all of the spaces; and with real names for the directories)

  • I don't even see your app making any calls back to the Arcade servers. You just load all of the content and musics, but never make any calls to submit scores that I saw.

    Do you use Chromes dev tools to debug your game?

  • You want the camera to smoothly transition? If so, you will need an intermediate event that transfers your frame of reference from self/player to self/destination.

    Something like: lerp(self.Y, lerp(player,Y, destination.Y, x), 0.05), then increment x from 0.0 to 1.0 and then transition into your next event.

  • It is definitely possible.

    I have never used Parse, so I don't know exactly how it works. But there are plenty of tutorials on Google:

    http://www.raywenderlich.com/98831/pars ... b-backends

    https://github.com/ParsePlatform/Anyyolk

    https://parse.com/docs/js/guide

    https://teamtreehouse.com/community/sig ... javascript

    You may have to use the Browser > Execute JavaScript or a rex_plugin to make it all work together. If you keep at it you will figure it out with enough reading.

  • Do all of your objects have ids? You need to correlate an ephemeral id number (e.g. "steel" has an id of 1 -- or whatever)

    You give us no idea of how your inventory works behind the scenes, so I am going to tell you how I would do this.

    First, I would have ephemeral ids for all of my in-game objects (steel, wood, etc) and correlate those to the Sprite UID of the corresponding sprite in the inventory. That way you can match up the UIDs of the actual steel sprite to the steel entry in the id slot of the array. In other words, steel (being id #1) is stored in the 1 slot of the array (the 2nd slot in the actual data array, since it starts indexing at 0). So in the 1 slot in the array you store a number of how much of that particular item that you have.

    Like:

    Inventory Array: [ 0 , 12, 0, 0, 0, 9, 0, 0, 0]

    ItemID to UID Array: [123, 509, 501, 629, 2011, 4094, 23, 95, 59]

    ItemID to ItemName Array: ["Gems", "Steel", "Cloth", "Hides", "Wood", etc, etc, etc, etc]

    Then when you craft, you simply subtract from the value in each of the corresponding array slots, for example: You want to craft a spear (or w/e)

    It takes 5 steel (id 1) and 5 wood (id 5), in your inventory array at index 1 and index 5 you have values: 12 and 9, so you subtract 5 from 12 in the #1 index and 5 from 9 in the #5 index. Then if you have a stackable inventory, you simply repopulate the inventory by looping through your array and skipping any item that has a value 0 and redisplay the inventory (probably using a function).

    All of this stuff is just how you track id numbers and correlate them to sprite UIDs.

  • gumshoe2029 - Well, I don't have any toggling of variables going on. What I've got pictured above is all that's involved with this particular case. There are no other event lines in action. But, based on what you said, are there any other conditions that you see that might line up with what you are thinking?

    What is your "Switch" for?

    For example, in your second image you have (what looks to me at least) like two global events:

    1) When Switch is InteractButtonActive

    2) When Switch is not InteractButtonActive

    Both of those (if they are indeed global events) will execute on every tick, so if you do not control the flow of actions very carefully, you will end up toggling the switch back and forth nearly instantly, effectively making it appear that it doesn't work, while in reality it is working instantly.

    Obviously, I cannot know if this is what is happening, but this is my suspicion.

  • You can use something like: X = random(100)/100*WindowWidth + ViewportLeft

    This will place it a random percentage of the way across the screen. You can do the same with the Y-direction.

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  • Glad to help.

  • Yea, that is good.

    You can use the bullet behavior, but you have to use mechanical considerations to determine the initial velocity and angle. I think Layer management is your primary issue though, no the bullet problem.

  • I tried to do this (a centralized Java-based web socket servlet) and failed, because the Construct is inherently a peer-to-peer architecture. The only way you can make it work (short of writing a whole new multiplayer plugin) is to have your "host peer" as a browser running on your web-server.

    Barring that, you would have to create a completely new Multiplayer plugin that runs on an external customizable API.

    I am going to do this eventually, but it requires more time than I have at the moment.

    If you do create such a plugin, put it on Github so that other folk can help develop it. I would also recommend using http://socket.io/

    See these posts for reference:

    viewtopic.php?f=146&t=122599

    viewtopic.php?f=147&t=161343

    viewtopic.php?f=146&t=150315

    viewtopic.php?f=146&t=162260

gumshoe2029's avatar

gumshoe2029

Member since 4 Mar, 2014

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