Rhindon's Forum Posts

  • blackhornet - I was mistaken; you were right. At some point I had a second array in my object list and was thinking that Line 2's array reference was to that now-deleted array. I toggled the event as you suggested and that cleared the problem up.

    However, Ashley, you may still have reason to check and see if that is a bug. Technically, I don't see why any error should have come up from how I had things...but that's just a testimony to my ignorance on software programming.

  • Link to .capx file (required!):

    https://www.sugarsync.com/pf/D6025908_4317202_6848587

    Steps to reproduce:

    1. Previously, what is now reference to the Enemy object in the Event Sheets were all references to a Family that contained the Enemy object. I swapped out all the Family references and deleted the Family entirely.

    2. I clicked Run Layout.

    Observed result:

    Two error messages popped up regarding Java and/or runtime errors.

    1. screencast.com/t/ZY2DuCEfNn

    ...then...

    2. screencast.com/t/fOlS203l9EF

    Expected result:

    While not all elements are in place, a simple layout of the Enemy objects, the CharFinn object, and the black wall blocks should have all appeared, as well as a couple of NodePatrol object instances. However, due to the errors, these did not fully take place.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 (Service Pack 1)

    Construct 2 version:

    r137 beta

  • Ashley - Thank you for the verification. I'll report it to the bugs forum to be squished. Thanks for all your hard work!

  • blackhornet - Thank you for taking a look. But actually I do want that array there. LOL It would take too long to explain, but that part is a-okay where it is.

  • I'm not yet sure if this is a bug...

    I made some major swaps of changing references to a Family of objects to just a single object in the Event Sheets. Adding a couple of other instances of another object, and suddenly it is giving me the following errors:

    1. screencast.com/t/ZY2DuCEfNn

    ...then...

    2. screencast.com/t/fOlS203l9EF

    I'm have no clue where my mistake came into play.

    .capx: sugarsync.com/pf/D6025908_4317202_6848587

  • Guizmus - Ah! Thank you. So obvious yet I'm so "skilled" at missing it. LOL Thank you for the work to check on that.

  • I have a Family of enemies who will all have line-of-sight characteristics. Given certain circumstances which can be true for ANY of the enemy types, I want to Pick Nth Instance of the Family instance. However, this doesn't seem to be working as I thought it would. And I theorize that it's because the Nth instnace might refer to the Nth EnemyOne or the Nth EnemyTwo. Same "N", but two different enemies despite being the in the same family.

    I just want to ask if this theory is on par with how Families do (or don't) work. If my theory is correct, then I'm gonna have to learn how to use Functions...

    Input?

    Thanks!

  • Nothing BIG...well, unless you're easily amused/excited/entertained!

    ArcadEd has been helping me with getting the first major "complete" portion of my game exported to a server so I can share the actual game progress and test it even with non-C2 users.

    Quite an exciting time for me. :D The first step towards me publishing my game and getting feedback!

    Opperation: P.A.S. is coming!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • pixel perfick - Thank you, again! :) Man, you're on top of the forums quite well lately!

  • vee41 - Hmmm... :) Maybe he bummed it off of you. The thief. lol

  • A simple question, to be sure, but one to which I couldn'd find a specific answer.

    I wanted to verify if the Origin point of an ojbect (a sprite, in particular) is what determines an object's X/Y coordinates. For instance, a square with an origin point in the very center of it would be the 0,0. Moving the origin point to the top left corner would simply make the corner 0,0.

    Is this correct or are the object X/Y coordinates separate from the origin point coordinates? I'm fairly certain it's the former, but needed to be sure.

    Thanks!

  • Oooh, how I'd LOVE to see this feature added.

  • vee41 - Thank you, sir! :) And, "automagically"? *grins* You've been hanging around Yann, haven't you? heh heh

  • On a similar note:

    When I create an instance...

    For Each Node | Create Object Ping

    ...do any sub-events pick that instance of Ping for the duration of that interation of the For event?

  • Excellent. That's what I thought.

    So then, moving more specifically towards my game...

    I have a series of object instances ("Ping") that are created at the image points of the instances of object "Node". Each Ping instance has an OriginIID instance variable and is given the IID of the Node at which it was created. Each Ping is then extended in width until they either...

    1. overlap a wall (action: Destroy) or

    2. overlap another instance of Node (action: store the IID of Node to OriginIID).

    Thus...

    0. Every Node instance has an Array contained with it.

    1. Node(0) creates x instances of Ping.

    2. Ping(x) extends in a compass fashion...up to four directions.

    3. When Ping(x) overlaps with Node(1), the Array that is contained with Node(0) will receive (via Push) the IID (stored in OriginaIID instance variable) of Node(1).

    This way, when the Enemy overlaps Node(0), it will be able to pick from the available directions that it can go...in this case, whichever direction Node(1) lies. Since the IID of Node(1) is contained in the Array of Node(0), I can easily plot a path for it via Pathfinding.

    But...I'm hitting snags and I'm trying to refine/eliminate the causes to why it's not working.