megatronx's Forum Posts

  • Hi,

    A quick backstory: My gpu fried recently. But somehow it's working in 720 with some default vga drivers win7 has, so i'm doing some stuff in c2 anyway.

    I'm previewing using node webkit. Framerate is pretty bad, also turned webGl off. But here's the thing i discovered - as long as I move my mouse, the framerate is really good! I have no idea why that may be?! Anyone?

    megatronx nope, not for me.

    Ok, thanks.

    Tom This, and also all descriptions I've written are gone now for some reason. Don't know if it was done because of some code changes or is it a bug?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads

    Could anyone check if previews are working on my music item page, because I can't see them? https://www.scirra.com/newstore/music/p ... xplorer-52

  • jobel hey, I didn't get notification about your replies. Will look in the capx soon.

  • Here's example made by user lolpaca

    https://dl.dropboxusercontent.com/u/106 ... nding.capx

  • Sounds disappointing.

    Tom Forcing price drop is not fair with the seller in my opinion, even worst threatening them to de-list. Item popularity come and go in waves, and is not something that can be predicted or always influenced with price drop.

  • I think you need to put FOR EACH as first event, and all other state events underneath it. Also you can put Every dt*2 Seconds above FOR each to not have it run every tick ( not needed ) . Also within each DistanceTraveled and Is events, add condition with your variables for example MoveClose = False. Try that.

  • yeah, artificial way.

  • I haven't looked at you're capx yet, but make sure that solid walls have solid behavior. and for tanks attacking you got to make them to be a group trough variable and then with events make that group move together if one of them has player in sight.

  • Hmm, first time I hear about it. What kind of usability this could be for?

  • Unlocking doors is a lot like the game mastermind. You have to guess the right order of the 5 pins. A wrong guess will put a red gem in that rows placement order, or a blue gem if you guessed correctly. Guess all 5 and you unlock the door and earn a bonus... or else you get attacked and the lock breaks (allowing you to pass either way). Hope that made sense.

    There is a demo/tutorial on that site if you want to check it out. And thanks for the well wishes.

    Cool, cheers

  • No worries. My game uses procedural generation too (check devlog link in my sig ) It's frustrating at times, but incredibly rewarding when you get it working right. Give me a shout if there's anything else I can help with!

    Sweet man, will surely do. thanks a lot

  • >

    > > A common way to do this is to create a 'walker' object, which will step forward once every loop, and will have a set of rules dictating when it's allowed to turn 90 degrees. These rules will depend on your implementation.

    > >

    >

    > Hey, yeah, Iv'e got that far XD Those rules are the problem, not sure how to build them in some nice way.

    >

    You could try using the built-in pathfinding behaviour (or the Astar pathfinding plugin) and use the nodes from that to navigate paths around obstacles, then build corridors or whatever along that route. Take a look at this linear pathfinding example I posted a while ago, you might be able to fiddle with it to generate routes.

    https://dl.dropboxusercontent.com/u/106 ... nding.capx

    Cool stuff man <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Thanks. It's getting closer. Togenerate obstacles but making also sure that there always will be path, will just write a condition to not spawn any other obstacles within a grid range from current obstacle.

  • A common way to do this is to create a 'walker' object, which will step forward once every loop, and will have a set of rules dictating when it's allowed to turn 90 degrees. These rules will depend on your implementation.

    Hey, yeah, Iv'e got that far XD Those rules are the problem, not sure how to build them in some nice way.