mrtumbles's Forum Posts

  • Each of those are separate systems that will each require their own individual solution, and there will be no single way of solving any of them.

    Start with the platform behaviour ( https://www.scirra.com/manual/100/platform ) . Once familiar with the behaviour and how the various variables interact, you should start looking at manipulating the X and Y vector of your character to achieve parkour-like movements.

    A lot of these movements will also be context-based, so you'll want to build levels with markers placed throughout to 'hook' these actions onto. (Disclaimer - there are probably others ways to do it by extracting information directly about your environments - but for the number of different possible movements you want I doubt that would be easy, if possible)

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  • Can you describe how Families aren't working the way you're expecting them to? Because this is the exact use-case for Families - if they're not working how you expect, there's a good chance you're somehow mis-using them.

  • Disk usage suggests this might be down to over-large assets being moved/created/destroyed too frequently, if that helps narrow things down.

  • Create a Family for your monsters. Do this by selecting 'Families' in the Project bar, right-clicking, and selecting 'Add family...'. A dialog will pop up where you can select your monster, and add it to the list. Now, when you clone the monster, it will create a new monster in the same family. You can apply rules to the whole family, or just single monsters, so they can all - for example - be damaged the same way, but move differently.

    You should be able to replace your monster in the current project with a Family in order to create a basic 'class' of monster from its current behaviours by simply using 'Replace object' on these events, and replacing the monster with its family. You may need to create new variables for universal properties like health etc on the family, as instance variables from inidividual monsters will not be visible when referring to their family.

    See https://www.scirra.com/manual/142/families for more info <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Oh, super-useful already. I can afford to have comment lines in my scripts now! I'll probably release something around the time of 7DRL, as this could conceivably used to make something Roguelike-ish, although I'm not sure what the completeness will be at that point.

  • Update: the first option really was the best option in most of my current use-cases - but I'm sure myself and others will find a use for CodeMirror in the future. Thanks once again for the heads-up re: javascript execution as well - I had no idea it was that simple! It dropped into the pool without casting a single ripple.

  • WOW! R0j0hound to the rescue. I'll check those out now.

    Yeah I find myself using large text files more and more. It started just for populating arrays and dictionaries using CSV-formatted files. Then I started using a grammar system for use with my procedural generation, and that required some quite complex data structures, so I wrote a sort-of scripting language to fill multiple structures at once.

    The project that this will make the most impact on is my take on http://www.puzzlescript.net/. C2 is a beautiful environment, and I've always had a real fondness for middleware in general (Klik&Play4Lyfe). So now I'm making my own! It's still early days yet - I've been working on it in-between a related project (a Berlin roguelike) and trying to adult. Your plugin will speed things up dramatically though.

    I'm aiming to add some extra functionality to the PS system by adding things like player inventory support, better support for real-time games, maybe an entity-component system to handle variables on objects. The rough idea is to extend Puzzlescript to be able to make something a little closer to an early Zelda game, or similar.

  • I find myself writing a lot of projects which use either a home-brew scripting language or some sort of complex grammar. As I build the projects I pass around increasingly large text files to parse, and the error handling gets more and more complicated. Although I can always text out to an editor like Notepad++ to read line numbers, this becomes laborious - particularly with long scripts. More importantly, I would like to enable users of my projects to access these input methods themselves.

    My request is for a plugin that will display text with line numbers. Other projects exist (details below) which satisfy this function and many more, such as syntax highlighting etc - although I personally am only really here for the line numbers. If porting an existing system is not an option, perhaps there is some way of 'faking' this in C2 with a custom textbox plugin?

    Projects like https://codemirror.net/ or http://codepress.sourceforge.net are far more complex than I strictly need, but if anyone else can see the added value in making a C2 plugin for one of those (or their alternatives) that would suit. Less daunting and just as suited to my purposes (although not as useful to others who might seek a similar plugin) is http://alan.blog-city.com/jquerylinedtextarea.htm , which is a simple text area with lines written using jQuery.

  • Oh! The white-space is significant, thank you for the heads-up! After I solved the problem yesterday my scripts started to get a little longer, and I'd like to add line numbers proper now. Any ideas?

  • I've added a scripting language to a project, so naturally dropped a Text area in for debugging and quickly throwing scripts around. The parser can output errors, and give me line numbers for those errors in the script. However, with wrapping on it's awkward to work out line numbers. I think I've exhausted styling options with CSS, as wrapping is traditionally handled from the HTML end of things apparently.

    So there we have it: does anyone know how to disable wrapping on a Textarea?

    [ Edit: An alternative question, as this is the longer way I see of getting line numbers: How can I specify a width for a textarea in characters, ie: columns? I know this can be specified in HTML, and should be specifyable by setting the CSS 'width' property to '40em' or whatever. Setting the width works, but even with all padding etc specifically set to 0, the width is waaaay over the specified value. ]

    [Edit 2: Solved. It turns out if you set the CSS 'white-space' to 'nowrap' it works. I actually discovered this by being told it didn't work, and trying it anyway - which just goes to show... something.]

  • The harder you blow, the louder the noise coming into the mic. If you can detect the db-level somehow, you could use that as an input - although it probably wouldn't be very accurate

  • If you use the 'Sort' action on the array, it will sort by whatever is in the first column - so you should be able to go ahead and use 'Sort'

  • (Do check out 'Paster' though - it's a really neat plugin. I uninstall almost every plugin I download pretty much instantly (not a fan of clutter) but Paster has been with me a while)

  • Oooooh! Noted, thanks!

  • This is an issue I've butted heads with. Instead of using snapshots, try using a plugin called 'Paster' by r0j0hound. It's free, and really easy to use And it has a lot of different applications, this being just one.