Berserky's Forum Posts

  • Having a bit of trouble with key is down, key is pressed, for example when i only press the key i want the character to do one step with "step animation", but when i hold the same key i want the character to run with "run animation".

    What happens is that i press the key but he just does the "run animation". How do I solve this?

    thanks in advance :)

  • just what i had in mind

    Thanks!

  • Not sure if this has been asked before but i couldnt find much, it seems simple enough but nothing comes to my mind.

    The idea is to have a couple of sprites/buttons.

    A blank sprite (which will change colors) and colors

    For example

    BLUE RED GREEN (colors i can choose)

    i decide to click in order

    BLUE, BLUE, GREEN, RED

    and then every x seconds sprite changes colors in the same chosen order

    so thats it, any help would be much appreaciated. Thanks

  • huh, would you look at that, quite simple hah

    I didnt think of putting for each only for unitA, i tried it with both units before but no success obviously.

    Anyway thanks

  • So i posted a capx so you can see what i am talking about. Anyway a short intro first

    Each unit has an attackSkill and deffendSkill and the rest of events calculate how the combat will play out according to their stats, you can see in the capx.

    I didn't put in health or anything like that for the sake of simplicity.

    So what is my problem?

    As you will see the combat plays out nicely, but it plays out the same on all units. It shouldnt go like that each unit should fight on its own, its kinda hard to explain what i mean but check out the capx it will be pretty clear <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Thanks in advance

    https://www.dropbox.com/s/pd7omcw86vpq5 ... .capx?dl=0

  • In sprite conditions there is "is between angles", but i am not sure how to relate it to other object

    For example

    Sprite1 is between 0 and 90 degrees of Sprite2 :: (action goes here)

    Thanks, i hope you understand what i am saying

  • I am currently using arrays to generate my terrain, and am doing it 100x100 as i am learning.

    I just generate tiles which are small (6x6)

    But I will need my terrain to be around 1000x1000, and when i set the array to 200x200, it is a bit laggy.

    So am i doing something wrong, or is there a better way to do it.

    Thanks

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  • Thanks that worked really nice.

    So i did play around with it and this is more or less the final stage of what i am trying to do

    The formations must be flexible and that was what i was trying to do, if i had more time i would do more, but i dont (neither the time nor the skill)

    So here is what i made

    It's not done but its getting really close, there are some problems which i identified but i do not know how to solve them.

    https://www.dropbox.com/s/j69yhu63quv1p ... .capx?dl=0

  • Alright so is it possible to move sprites in positions instead of creating them, let me elaborate

    First i create 10 units

    and then is use the same thing but instead of create unit at (loopindex("x")*32), (loopindex("y")*32)

    i use set position on already created units.

    I tried that but it places them in the same position

  • Maybe i should have explained the bug first. Pay atention to the first event

    for "x" from 1 to squad.cols

    and second event

    Squad.cols=squad.units/squad.rows

    it is basically 10/5, but for some reason the result isnt 2 its 3 (it should create 2 collumns insted of three)

    EDIT: whoopsy found the issue, every tick that counts squad.units/squad.rows should go before the first event

  • works wonderfully, thanks

    So now i was testing something and it seems that i have encountered a bug.

    I'll post a capx

    https://www.dropbox.com/s/jugp0t8xwl2b1 ... .capx?dl=0

  • So ive been trying to figure this one out for quite some time now, from paper to construct, but it just doesnt work

    I thought about pinning but firstly i need to get those sprites in formation somehow (lets say 9 sprites 3x3) i would like to achive that without click and drag.

    The main problem is actually that i want formations to be changable like choosing how many rows i want (if i pick 4 rows,2 sprites should leave last two rows and form the fourth row)

    I ve tried creating formations by firstly spawning sprites next to each other with a help of a small equation but i quickly encourted several problems, i thought about maybe making a "squad" container which would hold spots for soldier sprites but havent had the chance to test it yet.

    So does anyone have any ideas or some refrences or examples they could point me towards, i did quite a bit of reaserch but not many helpful things have come up

    Anyway thanks in advance.

  • Thanks this works nicely, but what i meant when i said shared was the situtation when i have more than one red and blue,

    If i had 7 Reds vs 7 Blues and they engage each other how will it play out, I am not sure if the "for each"condition will be enough

    P.S When i said 10% i meant 10% more, so 60% in total, But yes i did make a mistake, i just add 50 into the equation.

  • I need this for a combat system, so i have 2 sprites, Red and Blue.

    They both have the variable Chance to attack(CTA), Chance to deffend(CTD)

    When they get close I want them to share values of those variables to determine how will the fight turn out

    For example:

    They enter each others ranges

    -Red's CTA is 5, Blue's CTA is 4

    -1 for Red he now has 10% percent chance to go first (10% for each CTA point)

    -The chance paid off Red goes first and attackes

    Now, they "shared" CTA, but CTD is unique to each

    -Blue's CTD is 4 (40% to effectivly deffend)

    -he deffends himself

    And then it goes again, until one of them loses

    So, I am not sure how actually complex it is, it seems pretty hard to me, I tried but nothing good ever comes out of that , i usually end up here lol, so thanks in advance

  • Not sure if it is costumary to reply to a few year old posts, but this is AMAZING seriously this has so much potential, thank you for this.