DoudouSupreme's Forum Posts

  • Thanks a lot both of you!

    I used Katala example to move the crate, that works like a charm. Greatly appreciated the time you put in creating that file!

  • Hi all,

    I'm basically trying to pull a crate in the platformer protoype I'm making.

    I managed to push the crate from left and right using the platformer behaviour, but can't manage to get the crate follow the character when pulling. Actually I did manage to pull it but then the crate at some point overlapped with the player, which got stuck inside. That's why I should probably not use the platformer behaviour, but I'm not sure how to actually do it differently.

    To detect when the avatar should be pulling / pushing the crate, I have put a rectangle that is perpendicular to the avatar. When it overlaps with the crate, and the player presses B on the gamepad, it will pull or push the crate depending on the direction of the stick.

    Any help would be gretaly appreciated!

    Cheers,

  • There you go, this is the logic behind it. File is attached

  • I'll make a quick .capx for you to reproduce it then I've got to play Shadow of Mordor

  • Yeah the sliding doors are not very common on pirate ship

    Thanks for your feedback Ubivis

    As for the pathfinding, I'm using both the pathfinding behaviour as well as the MoveTo plugin from rexrainbow, and a 32 x 32 grid.

    Basically I have an invisible square that moves to the destination you click which uses the pathfinding behaviour.

    The character moves to each node created by the square using the MoveTo behaviour.

    It's not 100% bug free, if you click everywhere to try break it, the character can sometimes move in a diagonal through a wall. I haven't spent too much time on it for now since you've got to try break it for the bug to happen 99% of the time and I preferred to focus on other features.

  • Thanks for the kind comments!

    What didn't you get Tekniko? Let me know what you did not understand, so I can see if I cam improve it

  • Hi all,

    Over the past few months I have been working on an FTL inspired game. The theme is supposed to be about Pirates!

    But as you can see the art is placeholder, I found most sprites on internet so I could focus on the gameplay mostly.

    There is still a lot to do, and there are a few bugs as well as simply features I haven't had the chance / time / motivation (make a pick) to implement.

    At the moment you can only test the combat (which is not finished yet). I haven't done the progression in the game, leveling up, upgrading the ship etc.

    You can test my little prototype here if you fancy trying it out: http://konnee.free.fr/Arr/

    It's not really balanced at the moment so the enemy might kick your ass <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    To play (player ship is on the left)

    • Left click to select a character
    • Right click on a cell to move

    Activating rooms

    Characters need to be placed in the room to activate the weapons

    When a power is ready, the icons turns green

    Extinguishing fires

    Characters need to overlap the fire to extinguish it

    Repairing cannons

    Characters need to overlap the closest to the cannon to repair

    Fighting

    Character overlapping the same room as an enemy will fight.

    They will stop extinguishing fire, repairing, loading cannons if fighting

    Activating a power

    Cannons target can be placed even if the cannon is not ready (green), it will automatically fire once ready

    Catapult (to be changed with mortar once asset is done) target cannot be placed yet in advance (to be done in future)

    Mine icon needs to be manually activated

    Boarding NME ship

    Select a character, right click on little boat

    When the little boat has at least one character on top of it, click on the boat, a UI carousel will appear

    Click on the wheel to launch the boat

    Chest

    Right click on the chest when the player character is on the NME ship to try opening it

    Catapult (Mortar)

    Right-click on the mortar icon to change the projectile type:

    • Boulder
    • Bomb (OP at the moment <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> also because NME don't know how to diffuse)
    • Poison

    Victory

    All NME are killed or the ship is sunk

    If the ship is sunk, the chest is not retrieved

    Restart

    Press 1 (underF1) to restart layout

    A few images of the proto below:

    Let me know what you think! I'm working on this only in the evening.

    Lately I haven't done as much as I would like, a bit of lack of motivation working on my own. If some people are interested joining forces, drop me a PM (only if you're really motivated otherwise it's best I stay alone, this does not mean i'm expecting a lot from you either, everyone has a life). I'm not promising shares, the moon, or else since I'm doing this in my spare time and this might not get anywhere despite it is my dream to make a little studio one day (I'm a game dev in a big studio at the moment).

    Thanks for reading me!

  • Thanks a lot for the videos, I learnt a few things on the dt / pausing video

  • Yes exactly like this! I tried the "For Each" but placed it in the same event as the Overlapping one, it drove me crazy. Thanks a lot shinkan !

  • Hi guys,

    It sounds like a really simple question and to be honest I kind of struggle to understand how it works every time I have to use the Overlapping condition.

    At the moment, I'm trying in my little game to pick the tiles that characters are overlapping and make them visible. It works fine but I can't manage to turn them invisible when they are not, unless all characters leave move out.

    I have made a little .capx to illustrate what I mean in case I wasn't clear, I have also uploaded it here: http://konnee.free.fr/Overlapping/

    Basically in this example when you drag and drop a red square on top of a blue square, the blue square turn green. But when you have to move all the red square of the blue for them to change back to blue, which is not what I want.

    Any help / explanation would be greatly appreciated.

    Cheers,

  • A few screenshots of what I have been working on over the past few months in my spare time.

    I haven't created most of the graphics since I'm no artist, I have borrowed them from internet for now and will replace them in time.

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  • I have tested it and checked out the logic. I'm going to see how i can integrate it to my little project, but I think I'm going to struggle a bit! Thanks a lot for your help

  • Awesome, thanks guys, I really appreciate it!

    brunopalermo Thanks a lot for making a capx, I'll test it when I get home. Don't have internet right now, so I'll reply tomorrow when I get back to work to let you know if I managed to integrate this to my little project

  • Hi guys,

    In the game I'm trying to make (top down view), my characters can move in a grid made of 32 * 32 cells. This is usually working fine apart from a little bug.

    At the moment, they can move in a spaceship, like in Faster Than Light basically.

    If the ship moves, let's say by 96px to the right, and a character is also moving to the bottom, the character ends up out of the ship. I'd like the character to move relatively to the position of the ship.

    How would you do that? Do you think you can achieve this with the pin behaviour?

    Thanks,

    EDIT: I Forgot to mention that I was using the MoveTo plugin if that makes any difference

  • Right so I did what you were suggesting with opacity as condition for instance:

    EncryptedCow

    I did not manage to do something equivalent using your method. And since I'm always interested in in trying different alternatives, I would be interested to see that working with your suggestion. I have attached the file so you don't need to do it from scratch if you have the time

    In the meantime, thanks for helping sorting this out. Now I need to reproduce it on a larger scale