DUTOIT's Recent Forum Activity

  • Tutorial <- this is pretty cool.

  • You think it has to do with connecting to the signalling server "wss://multiplayer.scirra.com" ?

    Nope, I doubt that. It is probably cache, and you saved a newer version so it flushed(updated) saved files. Remember it saves entire game to cache, and only updates once it detects never version. You making comments bumped it to a newer version.

  • You need an internet connection because you are using scirra's signaling server which relays info between players.

  • Still needs more info in comments But helps a bit.

    Just ran another test (quickly) and again I didn't see the card not being destroyed. I had each player win, and all four times cards were destroyed. Try clearing your cache? Try running it in different browser?

    I am running in chrome latest version.

  • and player 2 won.

    Might be specific card? Or animation frame? Or other? Haven't got time to make sense of it. Try the breakpoint, try to use problem cards see if they stick etc

  • Wsoukkachang Had a look - and bugs like this going to take awhile to figure out.

    1) You need to comment - hard to understand you thought process, and what connects what without comments, and next month you would have forgotten it too, so comments help others see what you doing, but also remind you what you did - lol.

    Seriously, it is going to take considerable amount of time to make sense of uncommented events even before trying to track down the underlying issue.

    2) I just tried it and made players(2 and 4 win) and no issue with card not being destroyed.

    I would suggest making use of break points (rightclick on event and toggle break points) you can then move through the code in debugger mode from breakpoint to breakpoint to narrow down the issue.

    Sidenote: nice job with multiplayer plugin nice job with game, still a long way to go, but very nice.

    NEED TO COMMENT THOUGH! lol - Yes I'm shouting

  • DUTOIT, you just turn my long list of conditions into one.

    You

    ARE

    AWESOME !

    Just a minimalist at heart and having experienced similar problem when I tried to shave off 1000 events and checks from entire project.

    Glad you found it helpful.

    newt,

    N1, even simpler - lol

  • [attachment=1:20be9h6c][/attachment:20be9h6c]

    Just another way to do it.

  • Ahhh. Judging by this, programming in C2 would produce a very slow AI. Hmm. Thanks for that.

    Not really, but it will take you awhile to build it. There was someone in the jobs board that said he had experience with this. Might be a better way to do it? I personally suck at A.I, and rather outsource it, or at least outsource the majority which leaves me to tweak

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  • Chess AI is really that complicated. And not one is the same because of who put it together, some are shockingly bad.

    There are tons of algorithms available on the net that you will have to implement.

    You can copy a open source chess game's ai, or write your own.

    Have a look at this.

  • set text > nameofobjectwithinstancevariable.variablename

  • JosepM

    1 sprite for zones. With instance variable active. Drag that sprite out for each zone. place into container with city name. add touch and watch the magic. Construct2 is super smart. Each zone sprite will take on the characteristics of the origanal. But it is smart can detect which is being touched. I added a text box which shows which sprite is being touched (id) and city which is part of that sprite, and changed image to reflect active.

    So container you will drop everything related to city (marker, name, units, whatever) and drag and place them where you want them. You want to re-use objects not clutter your game with 1000's

    Example is Pretty basic, but will help you on your way.

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DUTOIT

Member since 17 Jul, 2013

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