kingpirux's Forum Posts

  • it was awesome!

  • I created 3 minigames to play during the nighs of the Global Game Jam. Using the plugin by Crowdgaming.

    The first one is a memotest with a few twist based on the Sponsor Venecia IceCreams http://www.heroesestudios.com/venecia/

    The second one is a conecting game where you have to build a Subway Sandwich and try to do it with less moves posible. http://www.heroesonlegends.com/subway-game/

    Finally the crowdgaming competitive battleships, where players connect using smartphones or any pc with html5 in the same lan, they will see a joypad and it controls a ship in the mainscreen, they have to find powerups to get points and keep the highest score until the time ends. (this one i dont have an online version yet)

    You can see the games in this video

    https://youtu.be/u5VLIy_Bq1E

  • hope you don't withdraw.

    It Is a great plugin, easy to use and to understand, it's exactly how construct2 should do the multiplayer function (the official MP from scirra actually gives me a headache just trying to start it.)

    Here is a sneakpreview about the game im doing.

    https://youtu.be/O719BtOeqxM

  • This one is an experimental toy. It doesn't count as a game, because there is no objective, unless your crazy personal objective is to torture or create a mounstruos ameba.

    The game was created for the LudumDare Jam 33. You can see more about the creative process and proyect in http://ludumdare.com/compo/tag/amebawarfare/

    You can play it in android: https://play.google.com/store/apps/deta ... dios.ameba

    Or web online in: http://gamejolt.com/games/amebawarfare/112727

  • This one is in spanish, but thinking to do an english version, actually quite easy thanks to xml. For this one i made an engine that allows me to write the entire story in the xml with options and paths without need to do new events in construct. Some kind of engine inside the engine.

    This time its a text adventure, where you must discover the secrets of an old and terrorific dungeon. Many paths, 3 endings and a catching roleplay adapted story.

    You can play in Android: https://play.google.com/store/apps/deta ... os.sandman

    Or Gamejolt : http://gamejolt.com/games/sandman/86805

    Newgrounds:

  • Nice, quite original, visually.

    Personally not the greatest fan of that font, but that's just me.

    Can't wait to see more of your stuff

    thanks! xD yeah the font was a little stressing to select, i tryed a lot but none conviced me. If you have a recomendation i'm all open

  • Hi!

    This one is a simple chatching game, capture the triangles and try to get your highest score. Is fast and quite adictive to play in smartphones.

    GameJolt

    http://gamejolt.com/games/trii/112475

    GooglePlay

    https://play.google.com/store/apps/details?id=com.heroesestudios.trii

    Hpe you like it

  • perfect! if the uid is locked, then it's easier to create the herarchy, as i said, it's an array storing all the uids of the family, father, and sons (or just fathers) and being reach by "object.father" or "object.isfamily" to know if its a son of my father or my grandfather, other one "object.uncle" to reach an object that was created by an object created by my father (for example, attacks of friendly npc's)

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  • R0J0hound Ashley words:

    "IIDs and UIDs in the editor don't change depending on the Z order, but they do change if you delete and insert instances. Because of this you should not rely on knowing UIDs or IIDs in advance at all - the instance with UID 3, for example, could change to a different object if you add or delete some things in the layout view. This could easily break your game or make it work differently "randomly" (it will seem random to many users because they won't realise certain things they did changed the UIDs and IIDs). For this reason I don't think UIDs or IIDs should ever be displayed in the editor, in order to discourage this bad practice."

    A real parenthood will never change, doesn't matter how many instances you destroy or create.

  • java, c#, c++ and so on... i know. i'm working everyday with c#, and no you are wrong, it's pretty hard to create inheritance in current event system, actually impossible.

    or multiple inheritances.. and so on..

    I said it was like inheritance of classes, but this are not classes, this are objects. Objects store local variables, this is just an other local variable (like x,y,angle, UID, father) it's not necesary to store sons, but to know who is my father is quite important, the rest can be done in code. It's like having a growing container...

    i mean, they already did a lot of stuff simil inheritance: iid, Spawn vs create are different, container, family, wrap, group... but why is not able to store who's spawning? to know if they are really my family or to avoid overlapping when spawned from the same source (imagine a building game, it's important to know if a brick is placed by the player, the IA or if it was created by system or self spawned (reproduction like cells))

  • You might take a look at other ways of picking, and new ways of filtering using the system "for each" or the picking conditions "pick by evaluate" etc.

    Remembering that picking smaller groups, then filtering to even smaller saves system resources.

    That's exactly the problem, all the "pick" options consider variables or conditions, but no one considers "where do i come from?" and in each collision with objects of the same type "are you related to me?".

    Hm. Could you not just give the objects a tier variable as well as the UID of it's father?

    A simple way if i could control UID.

    saiyadjin actually Java supports something like that but for classes, here the idea is to keep that track for objects and no, it's not hard, like the solution of tokinsom or using the array of spawn and creation (actually you can create that now in construct2 by hand using arrays, but it should be integrated since it have a thousand uses)

  • maybe with this title is easier to understand

  • Why there is no hierarchy in construct2? It exist in almost every game engine i had being (starting in DIV GameStudio, father of game engines...).

    i mean, Why i can't point to my son? If i spawn an object, whatever it is (even if it is not in my "family" or "container") it becomes my son, so i should be able to point it. I know, i can do this by creating an instance variable and give to each spawned object the same "variable", but it doesn't work backwards, since maybe, i want my son to point to father or his father (his grandfather) that shouldn't have the same variable.

    [quote:1rh8dw6c]

    In variables, is like creating a new empty array attached to every object, that array will save only the ID of their sons and each son will save his father and his own sons. Now if i want to know who's my brother, i go to my fathers array and check for his sons, also i can know who's my uncle by going to my fathers father and check his sons, etc...

    Family hierarchy is important for strategy games and also improves coding and memory a lot. Is good to create smart IAs or beautiful fractal effects (like the rain of variety of bullets and ships in a space shooting game).

    The main magnificent reason is that i will be able to make one object spawn his same object or thousand diferent objects, and will be easy to diference between who's spawining who, also it's easy to diference between colliding with my father or brothers if they spawn at the same tick.

    Let's think an example: Ogre spawn 5 ogres, those ogres spawn 2 ogres, and i don't want the grandsons to be further than X distance from his grandfather, but i want their fathers to be more free, also the grandfathers will move to his sons. At the same time, the 5 grandfathers are not related so they will fight each other but will not harm their own family and will not damage grandsons of anybody, but the grandsons may hurt their own brothers but not their fathers.

    Now this could be easly implemented with only 1 Object called Ogre, and a few lines of code if there is that hierarchy.

    Other example: i have 10 different bullets, i spawn 10 bullets of the same type, but i want those bullets to be destroy by bullets if they collide, so if i only check if i collide with bullets that are not my brothers (regardless what object it is, so i can spawn endless different objects that are bullets and avoid their self destruction). Also those bullets will be able to diference between my father and grandfather (for example a ship that shots a bullet that is diveded in more bullets and those bullets creating explosions, so that explosion can damage his own grandfather, but not his father or brothers)

  • im wondering if i can get acces to the plugin, im looking to implement exactly something like this for one of my games.

  • no luck with this one willypt?