Gearworkdragon's Forum Posts

  • Well some of the battle formula would be something like player.power+ skill.power Its a way to not have to remember what each does and two player power will increase as his level goes up

    But yeah id love to learn what you know.

  • Thx you you just got me an idea instead of array why not a bunch of function to do the hard work. And then use a variable power during each turn. and making sure to erase that at the end of the turn so that it doesn't double up.

  • Here is what I know so far. Please correct me on this. So i made several flow chart array and stuff. I got some forumula on how the skill modifer and pokemon attacks will work. But I know how to make the dam game from a static view such as attac punch kick with ease. but you all know that in a pokemon like world there is skill set as well as pokemon stats and their crazy ass forumla. Right now i am just doing it simple.

    So heres my real question how do i get the game to know that when I use fireball. To pull data from the array such as this the power of it and the type of it. With a smart picking feature so that i am not having to create an event for each skill alone but rather pick the skill name from teh array and use it instead of tell which coor of the array. Basically trying to convert 20 event down to least 1.

    One more thing I am trying to make it to where when i use let say the first button could be either fireball or waterball so id like to use smart picking of the variable to draw from array skill set.

    And if theres a proper way to do it. Id like to know because ATM theres no one on it. The reason why its not popular is because no one is willing to teach it. I think theres a huge market for it. But without teaching how in the hell are we suppose to make such things.

  • ok sorry i didnt read correctly. you can do one sprite and then do a bunch of animation for one sprite just make sure you label things correctly. And why do you need to do 493 of it? why not 50 for start and just push that out on to the market and just update it each 50 at a time.

  • You could do one sprite player and use 493 frame just make sure that the animation isnt running. also If you had them in a single file you could convert it to GIf or sprite sheet font and do import file from sprite sheet and choose the sprite size and it will populate the frames its real handy to do.

  • Really ? then that should be explained because what if some browser doesn't support that.

  • Ok so apparently if you use the event Mouse left click on button. It does nothing....... you cant make it destroy an object.

    But if you use button on click it work wonderfully. I am a bit confuse to why that is ? arent they the same thing. Could some one explain what is going on here. I was using the mouse behavior for when i need to change the object to something other then button like a text for example later on since im working on the mechanic first before the art.

  • Yeah the best way is the tilemap do your self a favor and find the most common sprite block and make a tilemap of it and then forge the tiny block into mini lego pieces and paint where you want it just like plumbling lol

  • Yeah the best way is the tilemap do your self a favor and find the most common sprite block and make a tilemap of it and then forge the tiny block into mini lego pieces and paint where you want it just like plumbling lol

  • Have you tried the fade out behavior its has a built in destroy you could do is when death animation ends start fade out to destroy. or you could add in a death animation of one frame after death to use for the fade to destroy.

  • can you explain what you mean, Such as is it geography location you want real time nights. or do you want a look outside of window to be like night time.

  • I have it set up to change the tilemap where my player is to a tile set to 1 from previous 0. How do i revert the tile set after he passes through sort of like grass walking.

    I do not know what i need to change it back ? i figure its in the invert overlapping the tilemap that has tileset =1 but how do i tell it to change it to 0 when not overlapping.

    I kinda wish there was an option like If not overlapping tilemap and it is on tile set 1 --> change to 0

  • ok So i am using two pathfinding behavior one for spawned sort like RTS where you gotta build the Unit and it goes to the rally point of access.

    And the other for select and mouse movement click place ment. Now this part is odd. I can get the spawn one to pathfind the rally and move flawlessly. And I did clear the pathfinding once arrived.

    I did add in a selected target sprite to overlap the unit when created. And then when i go to right click the spot where i placed a sprite for the unit to pathfind into.

    Now this part is weird as hell. I checked the Debug on the pathfinder.....Spawn work and cleared. The Mouse click movement is showing it's path is found and claim that its moving. But the speed remain at zero and is not moving at all.

    Both pathfinder behavior is unchanged and has the same variable stat. Sooooo what is going on do i need to post a capx or has someone encounter this before.

    (solved) you can delete this post I found out that when i was using overlapping behavior I sent it in an infinite looping of finding the path which would cause it to try to find but alway finding and not moving.

  • A brief idea for the game. If you are a fan of warcraft Shipyard where there was no gameplay at all. Well I want to create something like what World of warship did. I know its basically a Car plug in on water.

    I am currently stuck on the enemy warship I can make it fire to me that done. Now its the path finding or moving toward me you know turning around and keeping distance.

    Atm I would like the enemy warship to Pathfind to an object and move to ward it because every (5) sec I am moving that object to a different spot on the map to sort of give it a intelligence behavior to move on its own.

    But I cannot figure out how to get it to move toward it It just sit there am i missing a particular event ? And How does one make it when it discover you it. It start to move and keep distance and flee when its low on health. And what about keeping up with chase even if you run around the rock let say keep myself in line of sight for an extra 4 sec ?

    Ok so I figure that it had to be bullet inorder for it to happen. I have a new problem because of ship arent square. It get stuck in every corner or the map Is there any way to make it not get stuck or have it unstuck itself ?

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  • Define random position? like whole layout or like special places to respawn kinda like counter strike?

    If whole layout you can do something like Onstartlayout--> move player to Random X , Y. And if i remember correctly you had to also do something like Min max X value and Y value of your layout to prevent spawning outside of layout.

    If you want specific but special place to respawn at you can create a bunch of sprite and label then spawn A, spawn B, spawn C, etc to how ever you want and then you can do something like global variable spawn point=0 and then do something like onstartlayout->global variable Choose number (1,2,3,..etc)

    Another event for each spawn such as If 2 is chosen then move to spawn B.

    And then after that under it i would add If global variable is >0 then make it equal to 0 so that it doesnt lock up the player to that spawn point only.

    I prefer the specific spawn point but random because you can effective choose where to spawn and not have to worry about too many bugs.