Rhindon's Forum Posts

  • Darklinki - Thank you for your help. You kinda lost me with the shirt examples but I truly appreciate the examples all the same. :)

    Ashley - Gotcha. Thank you! :) Next up...a post requesting help to understand how For Each loops are rendered at/during runtime. LOL (I'm trying to peek UNDER the hood to see how the engine does its thing. That's why all these "basic" questions. Trying to see where the limits are for each event and function, and where I need to add other instructions to compensate.)

  • Panacea - lol Don't feel bad, man. I've noticed that C2, despite its amazing ease of ACCESS, also has that odd effect of creating steep learning curves...namely in teachings us that the obvious is hardest to see when it's staring dead in the face.

    I'm very familiar with C2 now, but I'm STILL learning tons and facing lots of obstacles in the process. The celebration here is that now you've got something else under your belt of tricks. :)

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  • The rep amounts are not final, so if anyone has suggestions on how to balance it more let me know.

    Also can add other ways to obtain rep, but sometimes its technically not possible to add them all in.

    What about a feature similar to Yahoo Answers and other like sites? Particularly when a help request is given and the original poster finds one or several replies quite helpful or fully answers the request. Those who reply can also receive a little extra rep (say, just one rep point) by OTHERS who read the post and also find the input helpful.

    This, I think, would encourage quality feedback and given even, perhaps, those who just TRY to offer help a chance to garner rewards.

  • Well, THAT's a relief. I think the rep system is fun.

    ...I'm still just hoping I get my Quick Draw badge FINALLY since I was in the top three downloaders in a recent release.

    But the updates are appreciated. :)

  • Say I have the following:

    -> Event | Condition

    --> Sub-event | Condition

    -> Else

    I understand that Else will take effect if the previous Event was false. In this case, does the Else wait for the Event or Sub-event to be false, since both come prior. However, to my thinking, the Sub-event is still part of the main Event, so it shouldn't matter, yes/no?

    So...let's say......

    -> Event | Condition TRUE

    --> Sub-event | Condition FALSE

    -> Else ...?...

    Similarly...

    -> Event | Condition FALSE

    --> Sub-event | Condition Doesn't run...

    -> Else TRUE......right?

    How does the Sub-event's true/false status play into the outcome of the Else condition since both the Event and Else are on the same level? Is the Sub-event viewed as an extension of the Event in the eyes of Else, or is the Sub-event still part of the Event and factor into the overall true/false?

    Additionally...

    I'm using a For Each to check the conditions of each instance of an object. Some instances may have true statements, others false. Will the Else condition take that into account?

    -> For Each | Instance 0 TRUE

    -> Else ...?...

    -> For Each | Instance 1 FALSE

    -> Else ...?...

    Thank you for your help!

  • If the clue IS still on the badge description page as it says the "clue is right here", then I'm really stumped...

  • I messaged Wrangler for help (he wrote a tutorial using Pathfinding) and he said he seemed to get my .capx to work by setting the Pathfinding cell size to 0. You might want to tweek your settings, as well... See if that helps.

  • stratospheres - Yeah, that's what I'm experiencing, too. My latest effort shows some odd behavior by my enemy object...likes he's constantly trying to find a new path when I'm in range. But it also ignores walls that I've identified as obstacles (including regenerating the obstacle map). I'm wondering if I haven't put the regen map action in the wrong spot...

  • ramones - Really? With the Custom Objects in effect? I tested it when toggled on and off and it only worked when I had the Obstacles set to Solids. I can't help but think there's a factor in the order of the behavior's events/actions that I'm missing...

  • I'm assuming you have the settings to Custom Obstacles? (I'm having what seems to be a similar issue.)

  • Excal - The link should work now...

  • .CAPX: https://www.sugarsync.com/pf/D6025908_4317202_6638796

    Please bear with me...this might be difficult to follow.

    If you're familiar with stealth-action games like Metal Gear (Solid) and Splinter Cell, then you're already on par with the gist of my game.

    To help me with organization and easier referencing portions of the game instructs in the event sheets, I've been breaking things down into multiple event sheets and (of course) layouts.

    Thanks to Wrangler's awesome tutorial on Pathfinding (which also happens to be a stealth-action set-up paying some serious homage to Metal Gear), I've already gotten some more insight to the Pathfinder behavior, which is where my primary concern rests now.

    The viewpoint is top-down is with some layered scaling effects to create some pseudo-3D visuals...you'll see when you load the .capx. In the editor, look at the Layout Level 1 layout. You'll notice a row of thin black lines (object L1WallThin1) near the top of the canvas. Between two solid lines are several dotted ones (that's actually frame 1 of instances of the same object). That's a visual cue on the layout so I can remember what wall sections I want set to invisible during actual gameplay.

    Any wall section set to invisible also has its Solid behavior deactivated. Keep in mind that I have the layered effect going on. So only the black wall objects will ever be set to invisible (unless I later change my mind...). This means that the black section will create this semblance of a "crawl space" below the other two "elevated" blocks that I place above the black blocks (see event sheet Event Wall Set-Up).

    Seeing as this is a stealth-action game, clearly we want ways for the player to sneak around while the enemies stick to the obvious main paths. This means that we don't want the enemy to be able to track the player under walls and into crawl spaces, effectively breaking off any pursuit that might be under way. We want to break his line of sight.

    Now, because Pathfinding uses up SO MUCH of the CPU, I don't want a bunch of enemies walking/running around with active or even pre-active Pathfinding behaviors eating up CPU unless they are actually needed and ONLY when they are needed. So you may notice that I deactivate the behavior whenever the player is far away enough from the enemy (the method by which I test this is subject to change).

    All that's said to hopefully make the main problem clearer...

    After checking the manual and Wrangler's tutorial, the best spot to use the Regenerate Obstacle Map action is at the On Start Of Layout event. I've added all the object walls to the list of Custom Obstacles that I want the enemy to look out for...

    Problem is, the enemy never engages in pursuit even when I'm right on top of it!

    I want ALL of the black block objects to be effectively solid, regardless if the the behavior is active or not for the Player. They should always be "active" to the enemies with the help of the Custom Obstacle setting.

    Is that clear? Or do I need to explain better what I'm having issues with? Thanks for your feedback!

    UPDATE: Does the fact that I have the Add Obstacle action early on in the set-up (see the Event Wall Set-Up) matter? The Event Wall Set-Up is designed to add the additional wall objects above the primary black wall objects (saving ME time in actual level design). But this event sheet comes before the Event CharEnemyRed event sheet...does that make a difference even though the actual CharEnemyRed object is already on the layout to begin with?

  • BluePhaze - AWESOME MOVIE!!! :D RED PALM!

    ptbcomposer - Yeah, right now I'm just looking for more simple stuff.

  • BluePhaze - Oh nag, nag, NAG. LOL Yeah, I realized I had it a tad backwards afterwards. I'l be more careful next time so not to annoy you. ;)

  • Thank you, all, for your input! :D Always greatly appreciated.