Dima111's Forum Posts

  • Hi everybody)

    Im back with problems...

    I have asigned the property INVISIBLE ON START to an object. Now I need not that fiture I have removed the tick - but the object remains INVISIBLE ON START.

    Is it curable? - almost all the project is based upon that object. I cant simply draw another and relink the new one - It would be much simplier to recreate the whole game...(

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  • Hi everybody

    Another problem - MAPs.

    My playing space is 60000*80000 pixels. From the beginning I have created 1 map. It switched out the system

    Now I have recreated the Map. I have divided it in 100 smaller 4096*4096 used as a animation frames in 1 sprite.

    The probleme is that I can't understand how to recreate them at the appropriate XY when my ship approaches it. It's not a case of overlaping - the object does not exist. And if I create it (all of them) the system is immediately svitched out

  • Hi everybody,

    Is there any possibility to drag and drop the whole layer with the ship names data?

    The list is too extensive to match the screen...

  • aznmonkeyboy ,

    Thanks for the help.

    In fact I rejected combos and buttons...

    There is a new probleme. For my game Characters move for their own, and also they move in the Detachments.

    Help, Help, Help!!!!!!

    For the 2 way of movement I created the Detachment train and tought Characters to place in Datachment Train "Wagons" keeping the detachment order.

    But it was done in the separate file. Now, when I try to compose all such separate files in one - I've met the probleme that the F - flagman sprite "Locomotive" is not able to be created at the Character Sprite X Y Askold, it has 1 PV - for the detachment and 1 PV for its place in order.

    At the left corner is the character name Askold. Sprite "F" must be created over it. Nothing happens.

    scirraman.ru/forum/download/file.php

  • I've found the bug - combo-boxes and buttons DO NOT WITHSTAND FULL SCREEN MODE.

    What is also sad - the buttons CANNOT BE CTREATED BY THE SYSTEM. It means for me 400 buttons in the layout - 400 separate objects. All my optimization to hell... I have rejected the idea to use them.....

  • Hi everybody,

    I have managed to import 60 models in the game! It was absolutely impossible to reconstruct models, but I did it.

    On the way I have fixed a serious (as for me) bug - global variables. The problem is that if yu have numerous models that you are to import in one game file and every model uses global variables of its own - be sure that the global variable PLACE IS IDENTICAL in all all all your files. Otherwise you will always have GV (let's suppose) number 2 in the list of your model which is another in the main game file and that will kill all your events, using GV, some of them may simply disappear!

    That comes because events are linked not with the GV by the GV content but GV place substitution number.

    I have a trouble. I need to choose ships. I think it is convinient to use buttons here. But buttons do not APPEAR on the screen though correctly placed in the game.

    I deleted some events and when I delete the events controlling the game time (days, hours indication) and zooming the buttons appeared. Are they confronted with the events? I tried to use combobox. It is also is killed by those 2 events.

    scirraman.ru/forum/download/file.php

    HELP!!!!!!!!!!!!!!!!!)

  • While rearanging the events met the problem - I use the combobox to define the instance PV. But I abslutely do not understand what I am to write instead of (index) I am willing to choose the ship name from the list

    detachment.LineText(Index)

    How to take data (ship names) from the out source I got. But this is to complicate to find out

    Help, help, help...

  • May be I have some idea.

    I frmed my characters by copiyng a file and renaming the sprites. But in some cases some sprites were unnescessary. And I deleted them, but now I suppose that the events that were to be deleted as well just dissappeared from view, having nothing to be based on, but were not deleted from the programm. I remade the characters in that manner at least 12 times. And those "broken" informational pieces are pretty in within - I have met such effect in MS Access DB.

  • Jayjay,

    Your help is really inappreciable! I will remake the game. Of course it will take some time, but the way I've started with I know for sure is an impasse. Now I will try another one you've tought me.

  • Yes, I saw that function, but was not sure, that it appropriates the name to object - I thought that it creates the object from another named in the manner. If it is so - the PV with the ship name is no longer nescessary!

  • Great! Really great!

    At least I can kill 1200 text objects! And to create them when it nescessary forexmpl - by picking the ship name in the combobox...

  • Jayjay,

    A bit simplier question)))

    I have 25 destroyers that are alike each other and every destroyer has 1 (suppose) gun. So all 25 guns can be instances of a single GunSprite. Am I right?

    To differ the 25 instances from each other need I to create for my GunSprite the PV "Ship name" and after "Create" to write in the Instance PV - AAAA, BBBB, CCCC etc?

  • Now my "gun work" algorythm is (the ship name is AAAA)

    When AAAAGunSprite1 overlaps Enemy

    When Enemy: Do not Pick closest to AAAA X,Y ---> Enemy private variable "AAAA" set to 0 (means that the Enemy ship is not under the AAAA fire)

    >> Nothing happens

    When Enemy: Pick closest to AAAA X,Y => Enemy private variable "AAAA" set to 1 (means that the Enemy ship is under the AAAA fire)

    >> Every 10 (let suppose AAAAGunSprite1 gun rate) => AAAA "Ammunition" private variable subtract 1 (AAAAGunSprite1 shoots)

    >>>> Random (1 to 100) (let suppose - AAAAGunSprite1 shooting accuracy)    /and/    if the Enemy private variable "AAAA" = 1 (the Enemy is under AAAA fire)    /and/   if AAAAGunSprite1 overlaps Enemy (the Enemy is in the AAAAGunSprite1 range)   /and/   if Enemy is detected(discovered) (overlaps another Sprite - DetectionSprite)    /and/     the Enemy is closest to AAAA     =>   the Enemy recieves 1 hit.

    What will it be in that case for created instances?

  • OK! Got you!

    And in that case - the special feature, let's say - the name of the ship and the number of the ship gun - I can write in the private variable (after the "Create")?

    Which event is responsible for the GunSprite creation - the ShipSprite appears on the Screen?

    In that case what if it is (I mean - the GunSprite) completely destroyed? Everytime the ShipSprite appears on the screen - the GunSprite will ressurect...   

    Or Always - in that case (as far as I can guess) all my 10000 sprites that are not destroyed will be computed?

  • As far as I found in the Forum - instances are the pasted (not cloned) copies of one object? And the only difference between them is in properties by animation frames number?

    Konjak - you are quite right - the gun sprites are not animated.