Jase00's Forum Posts

  • vtrix

    Ohh, I didn't explain things properly; I'm using both the plugin + behaviour as required, and have implemented it into my game and it works perfectly, I need a way to detect if a nickname exists or not to prevent some unneccecary actions being fired/put up an error message or something :P

    rexrainbow

    Thank you so much, works perfectly! You are a legend!!

  • vtrix , Ohh I'm using the plugin :P But thank you!

    My scenario involves having an item spawn from an Array, e.g. "hat" or "pistol", and I can use the Nickname plugin to spawn the item correctly (and if the array is blank, I do a "[Negate]Is Array (0,0,0) = "" " like you've sorta mentioned :P), but if for whatever reason an items' nickname doesn't actually exist, it glitches things up pretty bad as the following conditions that would affect the newly spawned item (setting the spawned objects properties), would go to ALL objects that exist within the family of the item I attempted to spawn.

    The reason this isn't TOO big of a problem, is because I don't really think there'll be much chance of the Array having an non-existant item within it, but if there does come some form of case (E.G, custom-made items in-game that a user can specify their own nickname for), then there would be a need for some form of "Does nickname exist?" action.

  • If I were to make the most tiniest of tiny suggestions (it's really not insanely important but would be nice), is if there were an "Does Nickname exist?" event. I'd use it if it were there :P Again though, awesome plugin! Thank you!

  • I've had this plugin/behaviour sitting in my C2 directory and never thought to actually try and use it, but I've given it a shot, and by god it's EXTREMELY useful! Thank you for making this beast of a plugin!

  • Ashley I've seen this get asked a lot, it doesn't really affect me so much personally but I think I'm aware as to why it's popping up a lot:

    If an object is twice as wide and half as tall, what's its scale?

    If you have an Sprite that has an imagewidth and imageheight of [32,32], and you then use "Set Size" or "Set Height/Width" actions so that the sprite is now "64,16", then that would mean the scale is still at 1.

    So continuing from the example, you're 32x32 sprite is now 64,16 via "Set Size", if you were to set Scale to 2, I think people would expect the size to go to "128,32", rather than the Scale action reading from the image data and setting its dimensions to "64,64" (which it currently would do).

    This leads me to believe the way that "Set Scale" is implemented is simply doing a formula, reading from the ImageWidth/ImageHeight (and NOT the sprite.width/sprite.height), therefore "Set Scale" is more of a quick formula action, rather than a built-in variable that is storing the Scale value. If this is correct, then I think that's why people are confused at the lack of retrieving a Scale value, because you simply didn't design it that way :P

    Again, workaround is easy but yes. Hope I was of use!

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  • Damn, I'd totally send in a CV to apply for a job, but I lack the required skill. I know my way around C2 very well and have used it excessively and also have interest in software development (as well as games design), and am also located nearby Twickenham, but my Javascript knowledge is little to non-existant. Not to mention I don't know C#/ASP.net or C++ (Though it looks fairly straight-forward to understand, just looks menacing because of all the vague words and { } brackets sprinkled everywhere).

  • Oh right yeah sorry, forgot the solution! :P

    If I remember correctly, my backup directory was IN my project folder (so like "C:/User/Username/Documents/My Construct 2 projects/Project/Backup"), so I changed the backup directory to some place outside my Project's folder :D ("C:/User/Username/Documents/Construct 2 Backup/")

  • I had same problem a few months back, and the problem was that each backup was saving my project AND past backups, so when you've saved about 50 times, it's backing up 50 of those backups into a new backup, which adds up fast lol

  • Here's my really drawn out thoughts and ideas on this subject, as I have hit points where I have had problems dealing with this whole "turn on and off individual collision" thing.

    So the problem is that if we are using a behaviour (such as platformer) that relies on another sprite having the "Solid" behaviour in order to be able to collide/stop/land on, we can't. Instance Variables (like Thndr mentions), would honestly be the most AWESOME way to handle this, but we don't actually have the action avaliable to make a behaviour sprite act properly unless the target sprite has a Solid behaviour on it. So the current methods we have aren't good because:

    1) Deactivating the Solid behaviour on the sprite, would mean all other behaviours that rely on the Solid platform will also be deactivated.

    2) Deactivating the Platformer behaviours collision would mean that if they were to land on a Solid, or walk into a solid that they should be able to collide on whilst still being over the floor that should be deactivated, the result could end with the player being able to walk through obstacles they shouldn't be. (So for example, your within some lava that causes you to be deactivated of collisions since you don't have a powerup to walk on lava. Whilst you are in the lava and collide with a wall, you would go through that wall.).

    If I were to implement 1 (seemingly) easy feature into C2 to help, that would be some form of "Treat as solid" action. "Treat as solid" would be available in all behaviours that interact with Solids (platformer, 8 direction, ect), and it could be called during a "Is Overlapping" event (or however collisions are usually called within the code of behaviours normally).

    What this action would do, is simply make the behaviour behave as if it has just collided with a sprite that has a "Solid" behaviour applied to it, even though it doesn't have a solid behaviour...*mindblown*

    So if we take the lava example,

    The lava would NOT have a solid behaviour applied to it, and we could allow multiple platformer players that each have different states to determine whether they can walk on the lava. So the events to make ONLY players with the powerup able to walk on lava:

    -"Player.WalkOnLava" = True

    -On Collide "Player + Lava"

    + Player "Treat As Solid [Lava]"

    This uses instance variables to see if they are allowed to walk on lava, and then detecting if they are on lava, then colliding with the lava, stopping the player from falling through it, whilst any other players that have that variable set to False, they would fall through it.

    The only downside I can think of with this, is that if you would want to take advantage of this sort of mechanic, you would need to remove all "Solid" behaviours that exist in the sprites, and have to handle it manually in events.

    Good idea? <img src="smileys/smiley16.gif" border="0" align="middle" />

    tl;dr Add a new "Treat as Solid" action to behaviours that rely on collision with solids, so that we can make them collide with non-solid sprites as if they are solids.

  • I think I know what he's trying to explain.

    If you have Platformer Behaviour on a Sprite, and was to have a separate Solid sprite, then make that solid sprite rotate whilst the Player is standing on it, it would make the platformers animation flicker between falling/standing whilst the floor is rotating.

    I kinda have a sort of similar problem, which is when I have some floors and then a floor is connected to an angled floor and positioned against eachother. Walking along the floor works fine, but when you walk across the part of floor where the flat floor meets the sloped floor, the character sometimes flickers to the falling animation (though nothing's wrong with the movement, just the animation flickering). I'd put a capx/screenshot up but I gotta go off computer!

  • Well, the good thing is at least, is that there ARE workarounds :P I'm not too fussed but if AudioFamilies is a simple thing to be implemented, then huzzah!

  • jayderyu

    Hmm. I know it could be done without "Multitags" if I were to repeat event's multiple times to give multiple effects to each Tag, but that's severely impractical.

    Let me explain my elaborate situation:

    Some tags are generated in a way to enable them to be stopped if the sound is coming from a specific Sprite, making a tag like ("Rawr"&Sprite.UID), so that if I want that specific Rawr to stop that is from that specific Sprite, I can do "Stop sound" ("Rawr"&Sprite.UID)

    Now that would mean there would exist several Tags like "Rawr23", "Rawr56" ectect. Now say the Rawr sound (which lets say is a 5 second sound) is playing whilst the player is underwater. The sound would get created and we would apply the low-pass filter to mimic the underwater audio effect. Now say the player goes above water DURING the rawr sound effect (3 seconds into the sound), I would now need to change the low-pass parameter so that it no longer sounds underwater for every sound it affected, so now I'd end up running a few loops to remove filters from every possible situation even if the sprite is not playing a Rawr (ForEach Sprite, Set effect parameter for "Rawr"&Sprite.UID). This (I think) seems realllllllly inefficient, especially if one had multiple different sound effects other than "Rawr" that come from multiple sprites, ectect.

    However, having Families, (still not entirely sure how audio families would exactly work in my mind but), when creating the "Rawr"&Sprite.UID, I could ("Add to family ("Underwater")), which will now render that tag to be affected by some separate events for that family, so that I have only 1 or 2 events to detect if the player is underwater or not, and just do "Set Audio Family Effect Parameter" literally ONCE for each event. This would apply to all sounds/music, and literally lessens the events to 1 or 2.

    Extremely elaborate and probably confusing, I apoligise. :P

  • Another practical example would be the "underwater" low-pass effect to play over multiple sounds/music :P

  • +1! Being unable to easily recreate layers across multiple layouts causes me to fear making levels and work on just 1 layout until I think I won't need more layers :P

  • I thought about this yesterday and never thought of the concept of" Audio Families" which sounds perfect! +1