farflamex's Recent Forum Activity

  • Off the top of my head, I doubt you'd want to use physics because it would be slow (if there were hundreds for example) and they'd tumble over as they stack. So yes, just a simple bullet behaviour and have them move downwards until they collide with another coin? If you want to simulate some kind of gravity, you could have the speed increase as they fall or something?

  • Yeah it's a balancing act. I do think the real trick here is to enjoy what you're creating. I don't so much mind the fact that it's nigh-on-impossible to make money (it would be nice to do this for a living of course) but if the game simply doesn't get played, then it's a real shame. I know Korelos got a couple of fans so I guess that's nice, but I felt it deserved more.

    I did start a couple of new games which are of interest to me. In particular, I've wanted to make a browser version of my football-management game which has been my main source of income since 1986. It's now possible to do that and I even got started and found that it works nicely in Construct 2. So that may be a good project to work on. But even then, I'm worried now that it'll just fade into obscurity and I'll have the usual problem of getting it noticed. I think I just need a break :)

    I also started a space-management game idea which has been bouncing around my head for decades. Also works very nicely so I may get cracking on that - maybe I'll wait for the winter when I need to hibernate :)

    Give me a link to your Kongregate version of Board Horde as soon as it's up and I'll go and vote for it. I really like the game and it annoys the hell out of me that people downvote for such stupid reasons.

    And yes, mine was hosted on Clay.io, perfect in my opinion as they do most of the work for you and they pay for the bandwidth :)

  • Thanks. It does look very good. I think Korelos would basically need a rewrite with better combat and an all-round simpler gameplay. When I did Jovian War, I was thinking I could somehow combine them - a simple shooter with a very upgradeable ship which reacted to damage. I suppose you could tell your ship where you're going (e.g a new planet, an asteroid field etc) and then fly there 'vertically' in a shoot-em-up fashion. But then I don't think it'll work if it's too simplified.

    I'm not sure, I've stopped working on games right now. I love making games but at the same time it can get frustrating and very time-consuming so right now I'm chilling and just playing games instead. I still don't see any hope of getting any success with games unless you go for the real dumbed-down kiddy games, which is difficult because you need lots of very cute sprites which I can't do. But ultimately I think you want to work on very simple games which work on mobiles and I'm not really into that.

    We'll see though, I'm sure I'll get the bug again soon :)

    How's Board Horde going?

  • I think I found that recreating some of my files fixed this. Loaded them back up into Audactiy and created them from scratch, removed them from my project and put the new version in. It seemed to fix the problem, though I'm not sure if there is still a genuine issue.

  • Solved it, it would appear that the arrays aren't fully usuable until the next top-level event, as is the case with various objects. I was creating my 2nd and 3rd array, then jumping straight into the function. The function needed to be called from a seperate 'On start of layout' event, i.e

    On start of layout > Create 2nd and 3rd arrays and populate first array (which already exists in the editor).

    On start of layout > Copy first array into 2nd and 3rd array.

    Works fine like that, but not if I try to do everything in a single event.

  • I have 3 arrays (same name) which need to start off with identical contents. I've made the contents in array 0 and need to copy it into arrays 1 and 2. Each array has the same name and a variable to identify it (I know you can do array(0) in some situations but it doesn't work in all, so I'm using a variable).

    What I'm trying is, after Array 0 is full...

    Array : Variable = 0 - Webstorage : Set local key ("savedarray") to Array.AsJSON

    Array : Variable = 1 - Array : Load from JSON string Webstorage.Localvalue("savedarray")

    Same for array 2.

    It's not copying across at all. Any ideas why?

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  • Actually I'm not sure what you meant after all. I thought you meant I could get the file, save it as JSON, then save the file somewhere. Then for my main program, I could add that as a file which can then be loaded in as JSON.

    If you mean preload as in, do all of this at the start of the program to be manipulated later, it still means that at some point in my game, there needs to be a big 5 second pause while the program is unresponsive (that's how long it takes to parse it into an array).

  • Ah I get it, you mean recreate the text file as a JSON in the first place and use that? Thanks, I'll try it.

    What I meant about text objects is, they're not scaled to the text inside them, so you either have to give them plenty of spare room to fit any potential text, or do the 'Wait 0.1 seconds, scale to textwidth/textheight' thing, which seems a bit fiddly and inefficient to me. Also, I'm having a situation where I want to right-align some text, but if I use that method, they flicker as they're created with a standard-sized box then there's the 0.1 second pause, then the box is resized correctly so they move over to their correct position. It would be nice if the box was automatically sized to the size of the text.

  • It's a bit of a dilemma because I'm only doing it once when the game is setting up. It's a Soccer management game so it just needs to create about 5000 players then it's done. I know it's not the sort of thing that C2 is really built for but I haven't actually found anything that C2 really struggles with compared to other languages (well it's better at some things and not so good at others but can do pretty much anything).

    So anyway, I load the names in, then create the players then I won't need the file again. Loading it into an array takes so long (about 5 seconds) that it's actually slower than just taking them directly from the string, and since it won't be needed again, that's probably the best method. In fairness, it's only about 2 seconds but could be more on a slower computer. Having said that, it would only happen at the beginning of a game with a 'Please wait while database is created' type message and I'm sure nobody will mind 2 or 3 seconds at that point.

    While I'm here, auto-resizing for text objects would be great :)

  • I have text file which I've added to my project, containing 10,000 surnames, which are seperated onto individual lines. I'm reading them into a single string using Ajax, which is very fast, but then I'm trying to find the fastest way to store and read the lines.

    At the moment, the fastest I've found is to keep them in a single string (also more convenient) and when I want a single line I can get it with tokenat(mystring,number,newline). This is pretty fast, but still causes a noticeable pause if I do it several thousand times (which I need to).

    I've tried parsing them into an array or as individual lines into a listbox, but both of those are much slower.

    Any other options I could try?

  • My bad, should have pointed out that the light blue blocks are the enemies. I just haven't put a graphic in yet. The blocks do make the effect very obvious.

  • Here's the capx showing my issue ... Capx

    I have a tiled background, 256x256, which I'm positioning relative to the player's 'map' location (the player is held steady in the exact centre of the screen and everything revolves around him). So to find the location of the tiled background, I use a 'mod 256' calculation.

    Then to find the location of enemy ships (which are also placed relative to the player at the centre of the screen), I just need the relative placement, e.g Enemy.X = Player.X + (Enemy.MapX-Player.MapX).

    As pointed out below, the enemies are the light blue blocks.

    Both calculations are 'correct' (I think) but it leaves a strange effect where the enemies 'slide' against the background. I'm guessing this is because the enemy positions aren't integers and the tiled background is set to exact integers because of the mod function.

    Any ideas on how to correct this? Is there a way I could position the scrolling background more accurately without using mod?

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farflamex

Member since 7 Oct, 2012

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