Cybergod's Forum Posts

  • You see, thats what makes no sense for me at all no matter how I read it.

    If Cargo=0 & RandPickupsSet=1 then Find path to and the little car should start moving.

    Then in Event 7 after the car has reached it's destination the pickup has been made and RandPickupsSet=1

    Or

    Do I need to subevent 8, 9, 10 under 7 for that to be like above?

    blackhornet Thank you for a reply.

  • Ok, I did some removing and adding, now I can not find why on earth this is not working for.

    After you create the MouseMark the vehicle should move to that location but as you can see, it gets to the very first action and just goes out for a round-a-bout or something. What am I missing? Please help.

    https://www.dropbox.com/s/ox3bl0e0zgenx ... .capx?dl=0

    Also, is there any good information out there on event sheets because nothing really explains the game loop such as C++ main() etc. Im just having a hard time understanding events and how the actions work even after reading it 20 times. My fingers are in Construct but my brain is still in C++ hehe.

    Thx all again!

  • > Ok so Im working on a courier service game. Basically you start out with a small vehicle, you can purchase a contract with one of the many couriers in the city and hopefully grow from there. I was thinking of implementing car crashes, vehicle purchases, upgrade purchases, employee hiring etc. Am not planning on implementing everything at once but want to get a working alpha to test first. What do you guys think, good idea or scrap it hehe <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">?

    >

    > Here is an animated gif of what I have so far.

    >

    >

    >

    > https://www.dropbox.com/s/d86eghzv6j7ai ... m.gif?dl=0

    >

    > The vehicle "Autonomously" <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile"> moves around the playfield whenever a random marker is placed. Once it reaches the marker "Supposed to be a deliver pickup" it will kill the marker object, wait for the next randomly created marker and head on over to it. Just a test so far but pretty cool stuff hehe.

    >

    Hmm, I can't see the image.

    Weird, does the dropbox link work? Not sure why my posts have issues sometimes, everything seems to work on my end sorry <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

  • Ok so Im working on a courier service game. Basically you start out with a small vehicle, you can purchase a contract with one of the many couriers in the city and hopefully grow from there. I was thinking of implementing car crashes, vehicle purchases, upgrade purchases, employee hiring etc. Am not planning on implementing everything at once but want to get a working alpha to test first. What do you guys think, good idea or scrap it hehe <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">?

    Here is an animated gif of what I have so far.

    https://www.dropbox.com/s/d86eghzv6j7ai ... m.gif?dl=0

    The vehicle "Autonomously" <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile"> moves around the playfield whenever a random marker is placed. Once it reaches the marker "Supposed to be a deliver pickup" it will kill the marker object, wait for the next randomly created marker and head on over to it. Just a test so far but pretty cool stuff hehe.

  • Thank you everyone.

    LittleStain That is what I was looking for exactly 100%. Now I know how to continue my game Many thank yous.

    Now to figure out how to mark this thread solved...

  • I have to say also that a Print for event sheets and such would be a nifty little helper. Weird it has not been implemented since it was asked for, for a couple years now.

  • Basically what I want to do is this,

    1. Pre-mark a bunch of spawn locations on my map.

    2. If there is 500 spawn locations, I would like to random maybe 10-15 locations can create objects at a time

    3. The create on object should be random.

    I have been trying to figure out the best way to do this, I was thinking via UID's but does not seem like you can create object on UID's or?

    If anyone has any idea's, please share. Thank you.

    https://www.dropbox.com/s/x4575lcqw536e ... .capx?dl=0

  • Nice grames.

    Bl4ckSh33p, wouldnt it be better to make the game in English instead of German? Larger audience can play it. I know the " International Language" is French but the largest speaking population is English, as in most people know English on this planet

    Just curious, seen some incredible Indie's I wanted to play but one was in Spanish and the other in Chinese

  • Many thx guys. I didnt know about the wallclock or timer behaviour, just read about dt everywhere when you search for timer on forums hehe

  • So, sometimes you get stuck on these simple solutions, shows how much you followed along in Math class Anyways please help, Im seriously stuck on this one.

    I want to make a green line around 100 pixels long, a counter cTimer will start on 30 seconds. How would I go abouts making the line count down every step for 30 seconds until it is gone?

    Thank you in advance.

    Think you need to do 30/100 *10 - cTimer and remove that value from the line but am stuck here on the calculations Like I said I know its dead simple I just have a brain lock atm....

  • Will try the dictionary thx for info all and have a nice weekend

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  • Ya but was thinking if there was a way to send local variables to another layout such as C++ you can send local varibles to other functions etc.

    Thank you for the reply XpMonster.

  • Hello all.

    Been trying to figure this one out without success.

    I have a couple planets on layout1, they have all multiple values set such as planetname, planetsize, planetpopulation etc. I have a planet information menu on layout5. Now, if mouse is over planet Earth I would like the planet info menu from layout5 to pop up, appending onto the texts on the menu such as Planet Name : planetname of mouse over etc, etc.

    Or do you have to make multiple menu's unless you keep the menu in the same layout?

  • Thx.

    Yes I have been reading through Tuts as well as Manual all the info on Layouts, Layers etc etc etc. But what Im saying, being an old C/C++ coder, when we coded in C++ everything was laid up such as graphics routines in one include file and keyboard and mouse in another include file, etc. then included into the project.

    Im playing with these layouts, event sheets and layers thinking maybe that is equivalent to C++'s OOP but I dont think it is.

    Reading through all this you should easily be able to make a project on a couple layouts with different layers and just call the layer or make it visible or do you HAVE to physically call that layout first. Reading the forums a lot of people have similar problems with the layers, layouts and events, and I mean a lot of people.

    Anyways enough of my ranting here, I will go look at your suggestion and thx for taking the time to look at the problem.

  • Can anyone tell me whats going on here pls.

    https://www.dropbox.com/s/v4ht3srwxohld ... .capx?dl=0

    As soon as you press the button to show the UI its like UI layers ontop of everything and you have no control yet its invisible still hehe. Been trying to figure out the layouts system and I dont think it works as its supposed to.

    Simply you should be able to make 3 layouts, main, control, ui

    Then some layers, background on bottom, player then ui on top.

    Instead of GOTO LAYOUT your supposed to be able to MAKE LAYER VISIBLE but it is not working.

    In every single project I have MAJOR issues with layers and visibility etc. ALWAYS something that kills the layers.

    Also is there a GOOD information on how layouts and controls should be handled with Construct?

    What I mean with this is do you use 1 layout for the entire game or do you make the game more structual such as 1 layout for main menu load and save etc, 1 layout for game controls, movements etc, 1 layout for effects, graphics etc, 1 layout for other items and so forth???

    I have found NOTHING that really gives you a good understanding of larger projects if you like. Everyone is "Do the tutorials" well almost EVERY tutorial is like 1 layout!

    Any recommendations pls.