Lou Bagel's Forum Posts

  • Have you use tag before ?

    I dont have C2 with me now...So maybe I kinda miss something but.

    Set a " tag" to pause

    then wait for a signal = the " tag"

    I'm familiar with wait for signal but I'm not sure what solution you are suggesting.

  • I suppose you can use wait for signal instead?

    I don't see how that would help as you would still have the same issues just in a different event.

  • Event Triggered

    -Spawn Bullet

    -Set Bullet direction

    Most of the time only the recently spawned bullet will be affected.

    But I have seen several times where all bullets on the screen change direction to move in the same direction as the new bullet.

    I don't have an isolated example but I don't believe I have any other events that affect bullet direction.

    Do I need to set this up differently?

    Thanks

  • I want to pause the game for a second or so, such as when a player picks up an item or some other quick event:

    function pause (setting timeframe to 0 and disabling events/groups)

    something else

    wait 1 second

    function unpause

    Problem is that with a timescale 0 the 1 second will never pass.

    I guess I could set timescale to zero then set a specific object with a timer to timescale 1 and start the timer...but I feel like there should be a simpler solution without creating unnecessary objects...

  • Finishing up slime2 (such an original name) that shoots slimeballs. Top gets cut off when you damage it.

    Took longer than I thought

  • The index is like that of an array 0/1/2/3 etc assuming your separator is /, it could also be just blank "", which would give you the letter at a number, you can even make a nested array using different separators, its very useful, also, if you want to convert the text to number, you can either do int() or float()

    Ah, nested array. So you could do something like

    "Give me the item!"

    (I will never give it to you,Here you go/I don't have the item,I will come back with the item/What item?,Screw you I don't care)

  • add screenshots !

    Screenshots added

  • You should try licecap. I've suggested it before to someone else, it works super well, and gives high quality gifs. But keep mind that any gif longer than 5-10 seconds, will be 2-3 Mb or more, but it's a trade off for nice high quality non-grainy gifs.

    Also, good job on this project. We're doing similar things, as I have a Zelda Gamekit in progress (link in my sig), so you can check that out too. Feel free to ask me for help, as I've gotten a lot of features implemented and can provide input on how to approach things.

    Thanks, I will check licecap out!

    I skimmed your thread, I'll be interested to look at it further when I get home (at work now) and look at some of the videos. Do you have any playable/demo links of the mechanics or any capx links? And where did you get the art assets from?

    I hope to work on it a little further this weekend. I want to add another enemy or two (need to do art and AI), add money/rupees to drops and a little shop, and make the world a lot bigger. Maybe add an entrance to a dungeon/castle (won't get to the actual dungeon yet). I'm attempting to make everything a little different so it is somewhat original. This probably won't turn into a game but wouldn't mind doing something similar sometime. So will try to keep up with your post as much as I can remember to.

    Also, if anyone wants to see the capx or wants to know how to do something specifically I'm keeping no secrets. As people have already pointed out its not bug-free though.

  • > Why does he have to add screenshots?? Just play the game or not wtf!!

    >

    Just a link doesn't generate much interest on it's own. People want more than that, especially an easy way to tell what a game is. A very quick at a glance means of looking at a game and being able to tell what it entails is pretty helpful, even for devs, since it'll generate interest much easier. Also, I'm sure having a lot of info will generate more interest too, as that's why I prefer threads that provide a full compendium of info, such as screenshots, devlog videos, feature lists, etc.

    To be honest, just a link to a game isn't a lot to go on, especially if there are no screenshots to show visually for the mechanics and such. Also, please think about the fact that 'some people' may have difficulty getting a game's demo to run or it may be too difficult and bugged, particularly in a very bad unbalanced way.

    Not bad points. Definitely good to grow some interest before people bail from a longer than expected load time. I will add a screen shot when I get home. Also, not to mention the fear of clicking on links to unknown websites - "what the hell is LouBagel.com?!"

    Also, I've been meaning to look into this but haven't got around, so pardon me for asking before searching: is there a convenient way to make animated gifs or videos of the gameplay? I see posts all the time with that. I guess if I get in the game and go full screen I can take multiple screen shots I can piece together an animated gif. But I have a hunch there is a convenient program or something people are using.

  • tokenat() is useful if you don't want to create a JSON or manually populate an array, with a text variable, it basically acts like the At command of a one-dimensional array.

    I use it a lot, but I don't know if performance gets affected by it.

    Yes, what you did with tokenat() reminded me of a simple array. Honestly, at first it seemed to be more complex in writing the syntax than using an array. But that's probably because I haven't seen it or tried it so I won't knock it until I try it. I could see it possibly coming in handy with text choices as well "yes/no/maybe", "save&quit/save&exit/exit".

    Do you usually accompany it with another variable to track the index? If you use it and discard it in the event its unnecessary but it seems like in a lot of cases you would want to save the results somewhere, whether in global or instance variable.

  • The manual explains the conditional operator pretty well here:

    https://www.scirra.com/manual/78/expressions

    But yeah, it's like a simple if then else.

    If X=2

    Then set y to 4

    Else set y to 5

    Can be written instead as

    Set y to X=2?4:5

    Wow, I've landed on that page so many times when searching for various answers but I have never read the operators section. Assumed I knew plus, minus, greater than, less than etc. We all know what assuming makes.... usually I try to read everything

  • Update since people are still voting: Definitely went with the smaller/first, more pixelated one.

    Now I'm actually considering whether I want the black outlines or not. I think I do, but I've had some instances where I like them without.

    Here are a few that I quickly removed some outlines (would still need some touch ups)

    Also, I think image size and background would be a big determining factor, but I probably will go with the outlined ones:

  • Now this is what I had in mind. Different people solving a simple problem however they choose. Get to see some different techniques implemented in live examples.

    Whiteclaws version uses a lot of tokenat() which I've never used before. Usually I have to try things out myself before understanding but seeing it done several times here I get how it can be useful

    blackhornet & gumshoe2029 I don't have those plugins installed but I'm sure I'd learn something about those plugins from the capx. I've heard good things about those plugins but not going to install them at this moment.

    R0J0hound I'll have to examine your projects further as it looks like there are several techniques I could pick up. So in any event you can put (parameter)? and its like making a tiny if statement? Or are there only certain situations you can use it?

    Sorry it took me so long to respond and thanks to all that shared.

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  • I noticed a bug - sometimes when you hit an enemy it "flies" toward you instead of away and it causes damage to the player. You probably already knew about it, but thought I'd mention just in case.

    It's not a bug! It's a feature!!!

    jk

    Do you remember if it was only when the slime was jumping? I'm not sure if I have it setup for the normal movement to be overridden when hit.

  • I guess I misunderstood your question then.

    For me, I would use a 3x3 array and assign a 0, 1, or 2 to each slot to represent null, X, and O. Then just loop through it each move and update the board.

    Ah yes, an array definitely sounds fitting and was an option I considered even though didn't use. How would you visualize the array to the board the player sees?