grossd's Forum Posts

  • Hi,

    To better structure the code of the game, I am using include event sheets extensively. I have one include event sheet that includes all other event sheets, and that is included in all other layout event sheets. Like this if i want to add event/action behavior across all game layouts in can do so by creating a new "include" event sheet.

    E.g.

    Layout1-Events sheet includes IncludeInAllEventSheets-Events.

    IncludeAllEventSheets-Event includes

    -includeEventSheet1

    -IncludeEventSheet2

    -includeEventSheet3

    etc.

    Now, my question. If I have an onStartLayout trigger in event sheet 1 and event sheet 2 and event sheet 3 and in Layout1-Events, can I assume that the order in which the onStartLayout will be triggered will be according to the include event sheet sequence?

    thanks,

    Dan

    p.s. If no order can be guaranteed, then I would suggest adding a priority/sequence attribute to each Event trigger, which ensures that same triggers are ordered in the event queue. In essence turning them into "nested" events as it were

  • Hi,

    I created 4 levels of nested JSON, using four levels of dictionary, as follows:

    D1 includes (key,value) pairs

    D2 includes (key, D1.asJSON) pairs

    D3 includes (key, D2,asJSON) pairs

    D4 includes (key, D3.asJSON)

    Finally I save D4.asJSON into a text file using webnodekit save function.

    I then used a number of online JSON to XML and JSON to CVS converted, and none was able to parse the nested JSON -- even though a number of converters specifically mentioned nested JSON as input.

    Any idea why this may be the case.

    Dan

  • Sargas,

    I of course again agree with you. And I am again looking at efficiency and self-documentation. Its better to allow families in families, than requiring the developer to readd all object types in a second family. Because, its easier to do, therefore less error prone, and its also more self explanatory, looking at the family in families.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yes, I know. But, its not so useful for comments related to ongoing design thinking.

  • Hi,

    I am currently using an "agile" development tool to keep track of requirements and project notes. But, I think it would be great if there could be a work-log integrated in C2. Perhaps similiar to the Visual Studio IDE or Eclipse.

    First, perhaps the ability to add notes to each layout, and perhaps notes to the whole game. Later, perhaps also a todo list that is managed.

  • Hi,

    To simulate class hierarchies and also multiple classification, it would be very helpful to support families in families. The "algorthim" for instance detection would only need to be extended to work recursively to find all "picks" in the family and includes other families. This would allow creating very general event code.

    For example,

    I have some code that ensures that whatever is dragged on a screen is put on the top layer. With families in families I could write this event code using one on-top family, in an include layout and include it in all layouts and then just the object types or already existing families of object types into the on-top family. Like this the right instances would be identified automatically.

    Dan

  • Thanks jayderyu,

    Yes, i know its on the todo list but its not high up there and from what Ashley says its a deeper change.

    HUD is only one example. Global is a great feature when you want something across all layouts. Sometimes you want to be more selective, and reuse only across a number of layouts.

  • You can do that, but its tedious. Why not use a visual layout editor, and the press a button and it generates the code for you.

    Same as copy-paste --- you CAN copy paste everything, and the change manually everything when needed. Its already possible, as you say; but its tedious and boring and error prone.

  • Sargas, you need it to work more efficiently.

    Code you can for example put in an even sheet that you include in many other event sheets. For example suppose you want to have a HUD across all layouts, if you copy and paste it into say 20 other layouts, and then want to change somethign you need to go through all 20 layouts and make the change. With code its all in one place.

    Dan

  • Hi,

    I was thinking about a new feature today that might be useful.

    Once a layout with all its object types is created, to support translating the layout into event/action code. The event/action code can independently recreate all elements in the layout with all properties. Such a feature could be in particular useful to reuse layouts.

    Dan

  • Thanks!,

    Indeed I have an antivirus running. I now excluded the folder.

    Dan

  • Hi,

    I keep having trouble with saving the project.

    I continuously save the project presssing the save icon. I also see periodic autosaves, and yet, sometimes when the project file crashes -- the current version of the game file (capx file) can date back a day, and misses alot. I then go back to most recently autosaved file (tmp or otherwise), and find an almost up to date file -- with some items missing.

    I have no idea why this behavior happens, and its extremely frustrating. I never know, when the project was indeed saved or not.

    Does anyone else experiences such problems?

    thanks,

    Dan

    p.s. I am using the most recent C2 version ...

  • Hi zenox98,

    Here is a sample capx file: https://dl.dropboxusercontent.com/u/102 ... ample.capx

    As you can see, the make invisible button doesn't make the text invisible as long as it flashes. It is further interesting to notice that the invisible action is lost, i.e. after pressing invisible, the text does not become invisible after flashing ends. Only once flashing ended, the invisible action takes effect.

    thanks,

    Dan

  • Thanks Zenox,

    The events are pretty simple:

    Two buttons, one event "handler" for touching each button. When touching the first button a cue text is made visible and made to flash; when touching the second button, the cue text is hidden. Both event handlers are in parallel to each other.

    Only when the second event hander stops flashing the cue text and then hides the text, the text is really hidden.

  • Hi,

    In my quiz game I flash a cue when a person touches a wrong answer, and present a success messages when the person touches the right answer. Both right and wrong answers are displayed at the same time. The flash behavior is about a second long.

    Interestingly, when i press the wrong answer and then immediately the right answer, even when setting the cue text to invisible, once the cue text flashes, ti does not become invisible until the flash behavior completed. To ensure that the invisible action indeed makes the flashing cue disappear, i must first submit a stop flash action.

    While this is a minor issue, I thought to report it nevertheless since its somewhat counter-intuitive.

    Dan