Bartosh's Forum Posts

  • so i'm trying to make a menu in game using the layout object, which is what it seems like it was made for. but the layout object window gets its mouse position from the mouses position relative to the x/y of that layout object layout. not the actual mouse position. making using the mouse in the layout object worthless unless its exactly lined up with the corner of the screen.

    is there any way to get the mouse to work as it appears to be on screen?

  • thanks for the reply's.

    i was kinda thinking thee 4 arrays system originally ,thanks for the search tips 7soul.

    but apparently there's a whole host of ways to go about it.

    I've seen the Superstructure plugin before but wasn't working on anything it applied to at the time

    forgot it existed, guess ill give it a shot. i hate to see all the work i did so fare be for nothing though. oh well apparently that's just how programing goes.

  • so for something similar to diablo (not the grid storage thing, just the random items) what would be the best storage method for a database? text files or an array?

    you have a variety of different objects that have a long list of possible variable changes, new skills more damage, poisoning ext. yet you have relatively simple objects such as potions and scrolls all being stored in(what i amuse to be)just one array.

    would it be better to have the objects id number stored in an array and have the actual object effects referenced in a text file witch tell what exactly the said object dose.(if thats possible.)

    Or have a huge array with a long y/z length to accommodated all possible actions that gets checked

    and populate the inventory array with this info when needed.

  • http://dl.dropbox.com/u/20122742/Top%20Down%20RTS.cap

    using physics in conjunction with rts movement. Suppose you could just use a custom movement with the rts also.

    its a alternate way to prevent overlap. and it has a more organic feel.

    -left click to move green

    -right click to move tan

    no idea about the selection, I never had a problem with it before..

  • I would just like an object that never gets checked.

    Don't get me wrong.A tiling feature/editor wold be nice, but it doesn't even seam possible to make your own from scratch.

  • keeping an array for units or anything else isn't really necessary, unless i plan on writing my own A* path-finding algorithm using an array(that's not going to happen).

    As I said, I could have the terrain be rendered according to the screen position and just keep the tiles at the edge of terrain for path-finding to navigate around. that should keep the tile-objects in the 1000-7000 range.

    But it just seems cumbersome and inefficient.

    for all the amazing things construct can do with such ease, the difficulty in using tile maps (something thats been a staple in 2d games since the 8-bit era) is ridiculous.

  • its an RTS. so the world needs to be seamless

    a large map in aoe2 was 255x255 tiles

    so its not a unrealistic size for a rts.

  • well its actually 8000 X 6000

    large world tile map, 200x 200 tiles each at the size of 40x30.

    40,000 objects is just impossible. since there is no proper tile support , I figured creating at array x y, pasting to canvas, then deleting was the only option. didn't factor in my 4 year old computer being to cutting edge. (it probably is for a lot of people).

    suppose your right. only way around is to dynamically generate the tiles based on the screen position. Maybe just keep the edges of the terrain persistent for path finding. but what a nightmare....

  • having 1 large canvas(10000X10000+) has little to no effect on frame rate, but having 2 large canvas drops it to 15 fps.

    Why?

    And is there anyway to mitigate this?

  • the "get destination x/y" is only the final destination. such as where the mouse was clicked.

    the algorithm used to find the rts path on the grid has to have mapped out a path for the object to travel, it just seems there has to be a way of referencing points along that path.

    further more it wold be nice to be able to change certain grid locations values to make them more appealing to travel. such as a lower value for roads , or a higher value for mud.

    i know you could make a custom A* search algorithm with nodes. but grabbing the info off of the rts movement wold be significantly easier.

  • Just to add to the RTS request, it would be nice to be able to get the next node X & Y Position in the RTS movement path.

  • http://rapidshare.com/files/445330713/Flash_light.cap

    let me know if that worked any better for you.

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  • http://www.mediafire.com/?qflvap6u1yketez

    I'm sure someone else has made a better flashlight tutorial in the tutorial forums with bump mapping and all that jazz. oh well heres a simple one.

    to explain whats going on:

    -make a new layer

    -make a gradient of black to black (or whatever)

    -set the layer 2 opacity to 75 ( it just needs to not be 100%)

    -make flash light sprite on layer 2

    • set flash light effect to erase

    fill free to use the flash light sprite.

    _____________________________________________________________

    As for your game. it seems like its basically the ghost shooter with different graphics and a crazy intro.

    I'm sure your just starting out. so good job on the intro and picking up the gun.

    I recommend you play with the rts movement for the "zombies" instead of the ghost charge thing. it looks a lot more organic and they wont fly threw the walls.

    hope you stick around and improve your ability's. theres tons of helpful examples hidden in these forums, you just need to do some digging.

    And if you have questions the people here are extremely helpful. so just ask. but try not to spam.

  • the offset is what i think is so cools about the Z Elevation thing as apposed to just changing the objects size.

    as long as the camera is locked onto the object changing z elevations there don't seem to be any problems with the offset of the object.

  • check that. if anybody is having a similar problem:

    Set (xy)Zoom: 100/((object.ZElevation+X)/100/5)

    X= whatever hight you want the camera to be from the object.

    100 is basically on top of the object

    200 is further away ext...

    it works fine.