jbmoyer's Forum Posts

  • Hello, I have been working on a System for my Enemies where they will follow/approach the Player in addition to Evading/Moving away and even at times Pause/Hold their position at a distance from the player as if they were afraid and went to hide in a corner.

    It is going ok, but I tend to over complicate things, does anyone have any ideas or references that might help? The type of follow/Evade/Pause I am looking to build is very similar to how the Enemies in River City Ransom behave. Any tips would be greatly appreciated. Thank you

  • Yes, File access, is there anything on that subject? thanks JohnnySheffield will take a look at those links

  • Does anyone have a link to any tutorial on NodeWebkit inside of C2? Would love to leverage it but not sure where to start. Thanks

  • thank you So that might be the ticket, BUT what is THIS?

    Viewportleft(THIS)+(Viewportright(THIS)-Viewportleft(THIS))/2

    in the editor it says layer, does it mean a Layer I built like HUD? if so that is not working like I expect.

  • Let say I have a 1000 x 1000 Layout Size, but my Window Size is only say 250 x 250. Is there a way to get the current CENTER of the Window View?

    No matter what I try it measures the X/Y event from the top left 0,0 of the layout, I want it to get from the current Window view, so if I have moved my Hero down 50 pixels my window Center would be somewhere in the 175.

    Thanks

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  • But how do you turn them on off? here is where I am confused. There is ONE PlayerBox, it has a InstVar Status (on/off).

    When I design the level I can place four of them (instances) and on 3 set them to off and one to on. But how do I say turn on #2, off is easy, but how do you designate which to turn on?

  • I reccomend using a db instead. It will persist as long as you want it to and much easier to manage. Also dont think webstorage of one game can read another i think it works like cookies

  • yes, arrow keys, on off is good trying that now, but the problem is events. Don't want to have duplicate events, how do you code the MOVE event to trigger for the ON guy?

  • So I am trying to figure out how to have multiple characters on screen and manipulate them in a turn order. For example: C1:move then next characters turn, C2:attack then next characters turn, C3:move, then next characters turn and so on.

    I have followed this concept: from sqiddster

    scirra.com/forum/a-new-question-about-character-selection-solved_topic52397.html

    But how do you make only one move or attack and the others be idle? I assume an Inst Var, but not sure.... Thanks

  • Ashley, ok I understand that is a great point, if it cant be measured, and/or you cant see any impact to the app MOVE ON! :) ok thank you, much appreciated. I am MOVING ON! :)

    Thanks

  • Ashley, I agree totally with that article, it has actually helped me not be so picky in my code and just finish the project, but in this case I am not having those kinds of issues. I basically have a function that is constantly called, and 99% of the time no condition is met so I am calling it for no reason, in effect Memory Leak. I would think that could eventually drag down performance, like not killing sprites that go off screen, they will build up and eventually cause problems.

    keepee that is in effect what I am doing, but in stead of isPlayer within X/Y I just see if overlap. Not sure I see how between X/Y would really be different then onoverlap, can you explain a bit more? thank you.

  • So in my game I have a condition that says,

         Player overlapping Fog

              do stuff

    Question I have is, is that a Resource Hog? I think it might be, let me explain.

    So If the player is in a Room (All Rooms have fog of same size of room) he would be triggering the above condition, so it is checking and/or doing stuff 60 times a second due to the Game Loop.

    so is that bad? Should I add a Trigger Once somewhere? What is the best approach where you need to test if Player is overlapping X and then have it do stuff, but you don't want it to consume all the resources, maybe have it check after player moves instead of constantly?

    thoughts.

    Thank you.

  • Yes, and i applaude those of you that can make art it is just that, ART and i will gladly pay you for it.

  • Thanks didnt relize adobe offered that. Yes i would like to make my own but i think your born with it or you just suck like me :)

    I do have photoshop and know my way around it just actually drawing something is the challenge.

  • WOW that is awesome thank you