BluePhaze's Forum Posts

  • When someone with some ideas on it has some input they will add it. Bumping your own request will just get negative responses. Look at who wrote that tutorial and send them a message on the site. Or put their name in your questions with an in front of it and it will send them an alert that they have a mention in this topic...

  • Pin an invisible sprite the size and shape of your intended field of view to your enemy and use it as the line of site. When something collides with it, that is what gets chased, of it collides with a solid disable the follow behavior until the line of site is no longer overlapping the solid. Just a rough idea off the top of my head, but it may be a beginning to what you are looking to do.

  • What ramones said :)

  • Go through the beginners tutorial and read the manual. All of this is covered pretty thoroughly.

  • You can go into the properties on the project and set the window size and the viewport size, you can also set the scaling on the screen to fullscreen, scale, letterbox scale, etc... the manual and basic tutorials cover all of these options.

  • It would honestly be a helpful option for all items that may already have a defined list. A combo box with fill-in and dropdown select would be useful in many places in Construct 2.

  • No problem, sorry if I went a little long on that one, I was half asleep so I tend to ramble a bit...

  • The terms Simple and Turn Based Strategy are on very opposite ends of the spectrum. Creating a turn based strategy is much more complicated than creating something like a platformer, etc... I would start with the tutorials on beginning and platformers, etc... then move on from there to develop the concepts needed to create a strategy game. After the platformer tutorials, I would also take a look at the tower defense type pieces as those are a bit more close to a turn based strategy. I would also highly recommend going through the manual, and also taking time to look at each of the sample projects included with construct. Got to new project and look at all the different types you have. Each one will have comments as well as the basics of mechanics for that type of game.

    Once you are familiar with the tools to where the platformer and turret/tower defense type stuff seems pretty easy, I would take those techniques and use them to start doing a strategy game. Without having the familiarity with the tools and some experience working with them, you will get very frustrated tackling a complicated project like that to start off with.

    ALso if you search the forums you will find some posts on strategy games, just not any tutorials that I can think of right now.

    Also, welcome to the community! Can't wait to see what you make!

  • kirra Pretty much, I am looking for a template that covers each corner direction, top, sides, inner blocks, Think taking a chunk of land and cutting up in a tic/tac/toe type of cut to get tiles from each corner and the center. Then also doing sloped tiles similar to what you did (though maybe not at a 45 degree angle) to use in some places. The hard part is making all these tiles still be able to fit together seemlesly. Here is an example of some of the basic tiles I worked on a while back, this is a very rough example with no angles. Note that this is a set of about 20+ different tiles as I had to account for all sides as well as blocks that don't have a border, but touch corners, etc... This is a sample from a prototype using very much primitive tiles.

    <img src="http://dl.dropbox.com/u/10285716/SamplePrimitiveTiles.png" border="0" />

  • Trigger it on the key press that the player uses to change the ship direction, or whatever events are related to the ship changing direction...

  • GeometriX I was explaining that if you want to display numbers, it is getting formatted as a string in order to be rendered as text on the screen. So there is no way to directly display numbers whithout using text/strings. The JavaScript/HTML is just doing it for you. You don't have to do anything specifically, that is how text is rendered. Basically there is no way to use less memory displaying the numbers as they always are rendered as a text string. In memory you can limit the amount of space used by numbers by casting them as an int, float, double, etc... but we don't get that level of granularity displaying the numbers on the users screen. It just gets converted to a string then rendered as text.

    I wasn't saying he has to do anything for this conversion to take place, I was stating that there is nothing you can do about it. IF you want to render numbers on the screen, they will be converted to a text string.

  • Apparently nobody who has seen it yet. :)

  • Even if it is only for numbers it would have to convert them to a string to display them as text on the screen. So the text object is still where it's at :) Though you can look into doing sprite fonts and having a sprite for each character, then just drop them in an array and use them to represent the score...

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  • Kiira Thanks much, no rush, I don't want put any pressure on you. This is mainly so I have something I can use to do my own instead of having to ask others for assistance. Thanks again!

  • The latest version (r124 Beta) adds a save game feature.

    To find more effects look at the plugins, you can find listings for most of them in the relevant forums.

    I would also advise reading the manual and doing a good deal of the tutorials as they are a great resource and will answer 90% of the basic questions you have while getting familiar with Construct 2.

    Also, welcome to the community, can't wait to see what you create!