Prominent's Forum Posts

  • If I use find() to try and find "a", it will return "A" if it is ahead of the "a".

    How do I ensure it finds "a" instead of "A"?

  • dityaznaka , is your near plane on the camera set too high? Is the object too close to the camera? Seems like it is getting cut off. Any info on what you're experiencing? hard to judge the issue just by looking at the image.

  • If I plan to learn something while I work, it creates issues with making progress on the work itself. If what I learn doesn't take too long, it is fine. But if I don't know how to do something and it takes considerable amount of time to figure it out, the longer it takes then the more likely it will have negative influence on the progress of the work. You have to judge whether or not what you're trying to figure out is worth the time. If you have all the time in the world to experiment and you aren't concerned with finishing anything, then you can spend time learning as much as you want. If you are concerned with finishing it, then you have to be careful not to juggle too many things that are open-ended.

    Game mechanics are tricky, because they are used throughout the entire game, but you also can create more mechanics than are necessary, or you spend too much time tweaking them. I would focus on only the mechanics that are necessary to allow development of the larger systems that the game needs. If the mechanic doesn't serve to progress your work in other areas of the game, then don't implement it yet.

  • For me personally, I've learnt that I should build only what my hands can hold. I have to know clearly if I can handle something. If there is any uncertainty about whether I can do something, then chances are that I lack experience, and that inexperience will lead me to certain failure unless I can gain the necessary experience.

    What I try to do is create boundaries/limits to my work, so that the work doesn't exceed what I am able to handle. If I spend too much time imagining things, I overlook the boundaries to my physical limits, which make things overwhelming. I also think that focusing on the essential parts are more important in the beginning- things that hold the game together, or run deep throughout the game, like a dialog system or inventory system, menu system, save/load system, etc. Those sort of things should be created in the beginning rather than later because much of the game will rely on those. My specialty is with art, but I don't focus on art in the beginning at all, unless it is necessary to visualize something.

  • I think aesthetics are more important than resolution/style because you can have hd graphics that look horrible if the aesthetics are awkward. You can have low-res pixel graphics that look amazing if their aesthetics are great. The good thing is, that it takes more than just graphics to determine if a game is great.

  • Thanks!

    I must have overlooked the control panel- I don't think I've ever clicked on it before.

  • Where do I access my bookmarked topics?

    You can click to bookmark them at the bottom of a topic, but i see no way of finding which ones ive bookmarked.

  • hm yea, I'm currently trying to implement some font stuff too.

    I'm trying to figure out how to scale sprites to a 1 to 1 pixel ratio regardless of the camera distance from them. That way I can have clear/readable text in perspective mode. If anyone has suggestion on how to accomplish this, let me know.

    edit:

    seems like this works to get correct size as long as the distance from camera is equal to the camera position's length.

    sprite.width*(camera.height/camera.width)

    sprite.height*(camera.height/camera.width)

  • sounds cool, I'll be interested to see how this goes.

  • Ah, cool. It's interesting seeing the different ways. I like the simplicity of not using regex, but regex also makes it simpler in a different way. Now I need to decide which way I like more.

  • Magistross , yes that is very interesting/insightful! Using a dictionary for each sprite is something I was thinking about already, but now it makes more sense. I assume the dictionaries for the sprites should have the global value turned off, otherwise they'd continue to spawn new dictionaries if layout is reset? Thanks!

  • Okay, I think I found a suitable way to do it:

    although, if anyone knows a better way, let me know.

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  • Okay, then something else other than instance variable is fine. I'm just stuck on the parsing- how to differentiate between [dictionary and [player for example, and then substitute those spaces with other appropriate data.

  • I have a string that looks something like this:

    [dictionary:test]==2&&[playerItem:Apple]!=0[/code:1ijyleqr]
    I need help figuring out how to replace the stuff within the [ ] with a value from a dictionary, and a value from a sprite object.
    
    So I need it to become
    [code:1ijyleqr]Dictionary.Get("test")&"==2&&"&player.apple&"!=0"[/code:1ijyleqr]
    
    edit: also it should work if the string is this instead (or any other configuration):
    [code:1ijyleqr][playerItem:Apple]==2&&[playerItem:Pear]==1&&[dictionary:test]!=0[/code:1ijyleqr]
  • mattb , increase the raylength. The ray checked its complete length of 1000, and there weren't any collisions so it made no reflections. Use a higher raylength and it'll work.