Rhindon's Recent Forum Activity

  • I want to check in a single Event condition if a text/string variable has either of two possible values. In a similar way that you can set a value like "This text " & "this text " & "will be set to a variable.", where the & serves as a kind of "link" (I don't know the tech geek term) to all the values wanting to be equally stored to the variable.

    However, what if I want to check if EITHER of the values are already in the variable?

    Similar to how we can make an Event block an OR block, is there a cousin to the & that functions as a sort of Boolean for a single variable test comparison (condition)?

    + System | Variable = "This" OR "That"

    So the condition would be satisfied if either "This" or "That" was the Variable value. If such an option exists, what symbol do I use?

  • - Ooops. My bad. In all honesty I hadn't realized there was such a difference, and here in the forums there's no medal attached to the profile pic... My mistake.

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  • Whiteclaws - How the heck did you get yours for $30?! LOL

    *checks pixels of our medals...* They look to be the same. You sure you aren't trying to mislead me? :P

  • pixel perfick - LLLOOOLLL I got      such a good laugh outta that. But you would be right , I took advantage of the 40% off deal.

    Time to go learn families and see what ELSE I can break in my game while I add to it.

  • YAY! I got an awesome profile medal for buying a personal license! ^_^

    Just another random post, this time detailing how happy I am to be working with C2. LOL

    I'm most eager to start learning how to use families. The downside: possibly having to do MORE RE-re-editing of my Event sheets. :P

  • That makes sense. And it's unfortunate, too. It would at least be cool to CONCEIVE of ideas that might be 3DS-specific via C2. Ah well...maybe NEXT Nintendo DS system release......

  • According to this Wiki page, it seems that there's some serious lacking in the department of overall support. Not that I understand most of it.

    I'm sure Ashley can make sense of it.

  • *BIGGEST FACEPALM THIS SIDE OF THE MISSISSIPPI RIVER!!!* Oh my goodness. I HAD that set to Custom before! I don't know how it got changed, but now I see what the problem was! LOL

    Man, I feel like a dunce. :P

    *sighs and laughs at myself* THANK YOU, Once again, you are my hero. .....er, don't read into that too much.

  • .CAPX: https://www.sugarsync.com/pf/D6025908_4317202_6792106

    For all of my sprites labeled with "L1" (the "Ground" layer), they have two frames of animation (settings set to speed: 0, loop: no). Frame 1 it the same block shape, but its alpha (transparency) setting is set to 50 points less, so that there is a subtle see-through, just enough to notice to the observant eye during gameplay.

    Under no circumstances does the Enemy object get to pass through any wall. At least...that's how it's supposed to be.

    When an instance is set to frame one, then I disable its Solid behavior so the Player can pass through it like a secret passage and give the Enemy chasing him the slip...hence the LOS object that tests if any walls are obstructing the direct line of sight.

    The problem is that the Enemy characters via Pathfinding treat any wall object as if it were not a Custom Obstacle when that wall is set to frame 1. Press M to create sprite instances that highlight where cells have Custom Obstacles. You'll notice where the walls with frame 1 set do not get highlighted.

    I've checked the collision polygons on all frame 1, L1 wall objects to ensure the collision nodes are set as they should be - everything checks out.

    My only theory which I haven't been able to isolate and conclude on is that the disabling of the Solid behavior is causing the relevant L1 walls to also become unrecognized as Custom Obstacles.

    My apologies if all my Event sheets and Layouts as they are broken down create some confusion. The main gist of things can be found in Event Wall Set-Up and in Event CharEnemy. In Event Level 1, I reference to both of these two Event sheets...and I'm wondering if the order that I reference them makes a difference according to traditional event flow logic (ie: reading top to bottom).

    Also, previously, in Event Wall Set-Up, I had it set so that for each wall instance, if the L1 walls were set to frame one, I would also turn them invisible as well as disable Solid. Now, this worked, and the Enemies would not chase the Player when I went through the "secret" passage. Since then, I decided I wanted all the walls to look unbroken, and only walls that had a slightly distorted look during gameplay would be able to be walked through by the Player. But, again, the Add Obstacle would apply to all L1 walls regardless of frame setting.

    I'm not sure what I'm missing by now. Much obliged for your help!

    UPDATE: I tested for frame 1 also having the Solid behavior active. That solved my dilemma partially. I now need to figure out how to allow the Player to go through sprites (no Solid) while preventing the Pathfinding behavior from mapping a path THROUGH the same sprite that, while having Solid disabled, is still an obstacle it cannot go through.

    I like the idea of modularity, but having a refined debug - rather than creating my own, which I cannot personally ensure I'll always create correctly anyway! - would really help to see where the breakdown in my logic is at. Modularity would be a massive overhaul, but being able to easily spot problem areas within C2 events as things are NOW would be a tremendous help.

  • jayderyu - LOL Most of that was well over my head.

    But from the ScirraMark, it doesn't sound like C2 would work on the 3DS browser anyway... And it would look really odd and be two small being on dual screens.

  • Actually, can you clarify something for me?

    How exactly does exporting work?

    You have your project on C2, itself, which can be previewed in any of the three main browsers. But then say you want to export a game to Facebook, or a game made for Android or the iPhone. What goes on behind the scenes that make an HMTL5-based game program compatible with other platforms. After all, Android is Java based... How does the translation process work? (I imagine this is maybe "intellectual property" related, so it is okay if you can't give me much on the details).

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Rhindon

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