WeneW's Forum Posts

  • http://www.filedropper.com/tetris_1

    This one is cleaner. had troubles with sprite size and collision masks. Now fixed.

    It seems to count the lines properly (2) but it only erases the last sprite of each..

  • http://www.filedropper.com/tetris

    I link you the capX

    It's a very simple "scanner" that should destroy only full lines of sprites when met.

    Maybe i didn't get how for loops works ?

    So, i created two for loops (and a third to destroy the line when full) nested one in another.

    The first one is scanning vertically, while the second one inside scans horizontally. And this seems to work well

    as the "witness" appears everywhere to confirm. But the "count" variable seems to mess up in the process.. :

    It should be reset to 0 each new line, and count 1 each time it meets a sprite.

    And if the line is full , should reverse back to destroy all this line.

    Then continue scanning.

    In other classical code its pretty easy.

    But in C2 it seems i cannot get it to work right.

    Can someone have the kindness to look at it ?

    Lost here..

  • Ok, here how i solved the thing...

    I created an instance variable called "block" to store wich one is 1/2/3/4 th block.

    And used a local 0 value variable that i reset each time a piece is created.

    After creating the piece, i used a "on create" event that add 1 to the local variable.

    And set the "block" instance variable to this local var.

    And now i have the number of each block created, and can use them separatly !

    "on created" events runs each time a sprite of the same type/object is created, this is what i needed to store their ID /number

    thanks a lot to this guide here : https://www.scirra.com/tutorials/361/un ... moke-trail

    Hope this could help other newscomers, this issue seems to have been asked many times.

    But haven't found the answer i needed till now.

  • Hello.

    I'm making a tetris game. And each time in a while , i got a spwaner creating "active" blocks to make pieces.

    But i need to keep track of each of the 4 blocks created while they are active (not lay on ground or inactive pieces) with unique IDs ...?

    How can i do that ?

    I know a bit how to use the pick by UID, or use the Sprite(UID).X .Y things etc... to act on them.

    But how do i store their IDs when the piece is created ?

    like i want to know exactly the UID of block created first, the second one, third, and last one. (all pieces got 4 blocks)

    Sorry if it' a noobish question. Searched the manual and forums, haven't found exactly.

    In other words : how can i store the UID of a created instance in a variable ? where's this option ?

  • Hey Prominent !

    Thanks a lot for your input.

    For me personally, I've learnt that I should build only what my hands can hold. [...], and that inexperience will lead me to certain failure unless I can gain the necessary experience. [...]

    I don't know about this. Thats true that seing too far can lead to failure if you can't do it. But sometimes, needs creates the knowledge...

    So i think its still okay to plan things you don't know "yet" exactly how to , but you think you can handle them with some thinking, documentation

    and learning. No ?

    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.

    THAT ! Is exactly the topic that i'm wondering the most about actually.

    Of course core systems are important to work on early and i agree on this, but for example i'm making a kind of plateformer / Beat em all roguelike game.

    And i don't know if it's a good idea that i work too much on some systems before making the "real" game, IE the begining, first levels etc..

    Planing things on paper is good. But reality of how your game design choices mix up all together is another thing. Sometimes it just doesn't work.

    And making some features like " hanging on borders" "double jumps" etc maybe not suit the final gameplay.

    I don't know where to go. Honestly.

    And its quite the same about "graphics" and "level design / gameplay" relationship..

  • Hello everyone !

    As i made quite many tiny prototypes on different engines. And discovered recently the power and awesome possibilities

    of C2... I start to struggle on the other parts of making a game.

    As i start entering seriously in first real project, i wonder how i (and anyone) could possibly enhance the game designing and making process

    by good behaviors and priorities.

    So , i open this topic after searching in the forums, to discuss with anyone who wants about this.

    Because as programming, making graphics and such are things that becomes more ad more accessible to peoples who want to make games,

    designing à good game, and not losing time in the "making" is still something that needs experience, and feedback.

    For instance, everyone maybe have heard about the "feature creep" trap when making your game.. And i feel i often fall to it.

    • What is Your method, way of doing it ? Past learnings about the process and such ?
    • When to make Final graphics ? before , while, or after prototyping the "system" of the game ?
    • Do you create mockups for everything to see the "render of the game" then make tilesets out of it, or start with the invert then check mockup rendering ?
    • Do you guys prefer adding features (like double jump, etc) before starting the real level design ?

    or maybe do you just go making the game "playthrought" order (like i need this feature at this moment of the game, add it) to avoid making too complex

    systems that maybe will not fit level design or gameplay later on ?

    how to work efficiently , without loosing too much time making unused / or remade things in the end.

    Can also talk about game design in itself, how to check difficulty balance, "fun" factor etc when you got the head on the road..

    Thank you a lot for reading and i hope, answering / discuss about this.

  • Ok, i finally found a solution.

    You can just use lerp by inverting start and end position, and inverting the factor.

    to accelerating : lerp(B, A, 0.9) ;

    to deccellerate : lerp(A, B, 0.1) ;

    for example, just using a trigger to switch between both when you reach halfway.

    EDIT : nahhh it doesn't work. neither.

  • Because you understand that in my example I cannot have the "y" value. Thats why i use lerp on the decceleration part.

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  • In my game, i want the camera to go from its actual position to another, accelerating from start to middle distance, then deccelerating (which works) from the middle to the target Point.

    How can i do this?

  • mmmm i'm bad at math, and still have hard time to get it.

    Do we agree Lerp is a linear decceleration between A,B at the speed "factor" of C right ?

    so scroll camera to AIM : lerp( Start point (A, actual scrollX) , end target (B, AIM position) , 0.1 ) for example

    will go fast and slow down at a ratio of 0.1 till it reaches AIM point. right ?

    So why unlerp doesn't simply does the same but accelerating instead ? ^.-

  • Hai !

    I read the manual. But my usage of unlerp doesn't seems correct.

    My blocks conditions organisation seems to work as intended. But unlerp doesn't behave like i thought it should.

    Its for starting and slowing a camera depending on the distance to the AIM point :

    so i use unlerp(start, end, speedfactor) to cameraAIM X during the first "half" of the distance,

    then use lerp(start, end, speedfactor) to cameraAIM X during the second part to slow down.

    did i misunderstood something ?

  • Oups.... ok sorry, just forgot to Link the event sheet to the layout concerned . ^^'

    I let the post so maybe can help someone who's got the same trouble.

  • hai everyone !

    Got a simple set up plateformer behavior on a sprite etc..

    I disabled basic controls. And set up a custom gamepad controls (comapre X analog axis, etc... simulate plateformer behavior left right etc)

    But nothing moves. It's like it doesn't work at all.. I'm lost here.

    It worked on other projects with 8 directions behavior.

  • Construct 3 (I think) is going to be a separate product you can pay to upgrade to.

    Thats what i thought too. But this upgrade to new construct is the question. It would be nice to have a discount compared to people who haven't purchased it.

    And i was wondering if people think C3 or newer product will be on the market soon or not at all.

    Anyway, i think i'll buy it, seems a good deal.

    thank you for you input !

  • Hi everyone.

    I got quite a good experience on GMS working on tiny games and prototypes.

    But as i can't work so much on code, and it takes so much time to learn and master, i finally took a look on C2.

    And i must admit , the software became really really good. As more and more beautiful projects are coming with C2,

    i start to think of buying it. (because of courses, layers and event limitations are really too low to make an average full game.)

    But here's my question : The website says "All updates free for life"

    Sounds good. But will this still be true if one day C2 becomes Construct 3 or i don't know "Construct evolution" or something like this.

    Because i'm quite short on cash, and i would defenetly buy it if i can use it for years, it would certainly be a good investment.

    But what if a new "construct" comes out soon... (like next year)

    Just wondering,