Wastrel's Forum Posts

  • Link to .capx file (required!):

    Debug Example

    Plus a pic:

    <img src="https://dl.dropboxusercontent.com/u/38038537/pictures/DebugTreeExtra%20SpaceIssue.png" border="0">

    Steps to reproduce:

    1. Add multiple objects, which can have multiple instances (e.g. sprite object).

    2. Open project in debugger mode

    3. Open tree view for objects

    Observed result:

    It appears that the sub-node spacing for all tree nodes is fixed to 5 lines.

    Expected result:

    Space under each node would be spaced based on the number of sub-nodes.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: unknown, I can't get the debugger to run with explorer

    Operating system & service pack:

    Windows 8 Enterprise, 64-bit

    Construct 2 version:

    R140

  • onion, I haven't attempted (or had time) to work on a quest mechanism in a long time.

    I wish I had some good tips for you. I think 95% of the work will be in planning, before you code anything. I used a diagramming app (i.e. Microsoft Visio) and a spreadsheet to list out all of the objects and events, then mapped out their interactions.

    You have to consider the life of each object, and how every event could possibly affect it. The more objects and events you have, the more complex it gets.

    You will also need some way to manage the state of the game, like with a finite state machine. rexrainbow has an FSM plugin, but I haven't had a chance to mess with it yet.

    I wish I could be more helpful.

  • You fellows deserve the time off. Have a good vacation!

  • It looks really nice. I can't wait to play it.

  • I have received this error lately too. Reload button fixes it, but it would be nice to find out the root cause.

  • tanoshimi, I was never able to complete my plugin. Not long after that post, my professional life went through some rather drastic changes (positive changes, thankfully), and I found myself with no time to complete any of my gaming projects.

    rexrainbow's solution looks like a good one (as always).

  • The solution I presented may not be the best solution, I was just trying to emphasize the platform behavior controls, and a possible way to implement a timed delay after landing. It was just a quick example.

    Events are called from the top down, every tick. So the Stop Ignoring action is called every 60ish ticks, no matter what. It would probably be a good idea to stick another condition in there, so it's only called after the Start ignoring action has been called.

    Regarding the event timing, after taking a look at the behavior code, it seems that it begins ignoring the input immediately, or within a couple of ticks, of the Start Ignoring action being called.

    If that's the case, the actions probably could have been named more clearly, such as Ignore Input and Accept Input, or something like that.

    I'm sure someone more knowledgeable than me will have an opinion if I am wrong.

  • here is a modified capx that I think gets you what you want: https://dl.dropbox.com/u/38038537/examples/dan2_modified.capx

    I think your main issue was that your input was being handled by the platform behavior, and not the 8-direction behavior. I removed the 8-direction behavior, and added some new events at the bottom of the sheet. I also added groups because it makes it easier for me to understand what's going on. :D

    I hope this helps.

  • Thanks R0J0!

  • R0J0hound, what an amazing piece of work! I can't believe I missed this before.

    Your example relates directly to something I'm working on. I hope you don't mind if I shamelessly appropriate your hard work. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • You can be in offline mode with Steam and still run Construct 2, though I still use the website version, because it is more convenient for me.

    I like having the Steam version installed because it's basically free advertising for Scirra. If friends, and people who view my profile, see that I own Construct 2, it might cause them to take a look and give more business to Scirra.

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  • From a design perspective, I would suggest that once you have a fairly solid idea of the game you want to make, break it into smaller functional pieces, such as movement, score keeping, etc. Then use the tutorials suggested above to figure how to make those pieces work. Trying to tackle an entire project in one go will be overwhelming.

  • The problem is that, rather than being strict copies of the best performing enemies from previous generations, enemies will mutate slightly between each generation...

    Understood. Keeping a history would be important for later analysis.

    I look forward to seeing the .capx!

  • tanoshimi, since it appears you only need the one set of data (the highest tick count and the corresponding configuration data), wouldn't it be possible to just maintain only the latest data with the highest tick count?

    For instance, create the necessary instance variables in the enemy object, then only update the variables when the current tick rate is higher that the last recorded tick rate.

  • Wooo ! Meaning there is no more scaling problems ?

    Whiteclaws, which scaling problems do you mean?