JeffSkyrunner's Forum Posts

  • I am sure it's my error somewhere, but...

    I have tried to host my game on a website, and I have this situation just after loaded:

    While it should be like this:

    What am I missing?

    It seems it doesn't start with the functions...

    Many thanks in advance

  • PM Sent

  • This week I've made ships firing each other, using the standard tutorial range rules.

    In the next week I will clean up the code, fix some minor issues and make a full cycle of phases (planning - activation - combat - next turn).

    This should be the last step before a full match could be played.

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  • Kyatric

    Sorry, I thought that being the same problem it would be better to use the same thread: my bad.

    Btw, thank you very much: you point me in the right direction! The error in the delay was that I was using local variable (iTargetX) instead of global ones (the target is always the same, so no need for an array).

    iNumLaser is correct: the "error" was just that being spawn all together, the sprites were all overlapping.

    Many thanks and sorry again for the error of using the same thread.

  • Or you can test in LAN mode

  • Any idea somebody?

  • Hi tried something similar, but I have a funny effect...

    This is the "wrong" situation, that is without the wait:

    It does spawn in the right direction, but in the wrong number:

    If I put the wait as first action (just don't look at the txtdebug, it acts the same way without), like this:

    It spawns the correct number of sprites, but in the totally wrong direction!

    I know that I am missing something very obvious, but I don't get what...

  • This week it was the time of the first part of the combat phase, that is determining the range between the attacking ship and the defending ones

    Next step: fire 'em up!

  • This week I've dedicated myself in completing the planning phase and the activation phase.

    For the purpose of the first beta, the activation phase could be considered completed, but for the main game there is still work to do (managing pilots with the same piloting skill, for instance).

    Next step: combat phase

  • rexrainbow

    I'm using the plugin in my project and it seems working fine.

    For my needs, it has everything needed, thank you for your work.

  • As the virgin maid would say, "it's my first time, so be gentle"

    What is the idea behind this game?

    The idea of N.A.X.T (Not Another Xwing Trainer) is not being just another Fantasy Flight Games' X Wing tester (you don't say...), but to introduce also the multiplayer feature, in order to allow people from different countries to test their skills.

    Please note: this game is in no way a substitute for the real game but is a complementary tool. The real game is and will always be much more interesting than my software, whose intent is just to be a tribute.

    What's your final goal?

    I'd like to allow people to create/import/export their own squadron and play against AI or other people, both in hot seat (pass-the-device method) or multiplayer.

    What's your actual goal?

    The first "open" release would be with just the content of the Core set and no AI. I haven't decided yet if the multiplayer will be in that release too, or just the pass-the-device method.

    What have you accomplished so far?

    The planning phase is complete, so next step is the activation phase and some "code cleaning".

    Man... that's a lot of words, but pics or GTFO!

    Er... ok, you've asked for it!

    WTF is that?

    Ok, you may have noticed now that I'm not very good with graphics and UI in general... at all! Once (...if) the project would be on an advanced state, I would ask somebody to help me, but at the moment this is what you have to deal with!

  • Ok, thank you

  • rexrainbow

    Hi. Do you think you're going to implement it in this way or have I to use the workaround?

    Many thanks in advance.

  • rexrainbow

    Ok, that is a workaround (a nice one .

    Just my two cents

  • rexrainbow

    My idea was that I could say "in step 1 the sprite must have a facing angle of 10 degrees", "in step 2 the sprite must have a facing angle of 15 degrees", and so on...

    I thought it would be possible to set it while adding a point to the path.