SoldjahBoy's Forum Posts

  • mikehive

    Thanks for the feedback The reason he must be clicked first, is that the player will be in control of several characters - think along the lines of any RTS game where the player must first select the unit they want to give orders to, then issue a move/attack command.

    The control scheme will be made far more obvious later on, after I have finished adding core mechanics to the game - I will make a short "tutorial" sequence to get the player started.

    Characters will also have a certain level of autonomous behaviour as well, so they will also do things on their own to a certain extent (like eating food if they get hungry and food is available, or sleeping if they get tired, etc) but primarily the player will "order" them to complete tasks by selecting them first and then issuing a command.

    My next step is actually to get the world map generating locations, then working on how I'm going to save and load data from said locations onto the game screen for the player to interact with. Still a long road ahead before any real "game" happens.

    ~Sol

  • Hi Usman, sorry I have been super busy with work. I will make something for you as soon as possible, or I will at least try. I'm not 100% sure my idea will work but I think it should.

    *EDIT*

    Did you need the sprites to travel left AND right or just one direction only?

    ~Sol

  • I turned off collisions for my weather effect "paricle" objects because they aren't needed... and CPU usage dropped from 15% to about 8% when the weather is coming in "heavy".

    Having un-needed collision checks does seem to make a difference, especially when there's a lot of them happening.

    ~Sol

  • Make a sprite object and call it "camera".

    Make two global variables, one called "CameraX" and the other called "CameraY"

    On mouse click

    --- Set "camerax.variable" to Mouse.X

    --- Set "cameray.variable" to Mouse.Y

    Every tick

    --- Scroll to object "camera"

    --- Set camera.x to lerp(camera.x,camerax.variable,1-0.2^dt)

    --- Set camera.y to lerp(camera.y,cameray.variable,1-0.2^dt)

    (You can change the 0.2 in the end part to make it scroll faster or slower - 0.1 is faster 0.9 is slower - the number must be between 0 and 1)

    You can also set the camera to be opacity 0 so you can't see it.

    ~Sol

  • Thanks

    I'm hoping to be able to sit down over the next day or two (if work doesn't keep bugging me) and start adding in the basics of map/world generation.

    I'm still thinking about how I want it to work exactly - I have a few options depending on how I want the player to be able to re-locate their "base" on the world map, but it looks like I'm going to have to dive head-first into NWJS data handling (even though I was trying to build the game without it at all) if I want maximum flexibility.

    I feel like I can still build the game without having to commit custom save data, but then the player will be stuck at "layout 1" for their base and I really don't want that.

    ~Sol

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  • I'm still like, what?

    http://www.zdnet.com/article/say-hello-to-the-worlds-first-1000-core-chip-that-runs-off-an-aa-battery/

    Technological singularity, here we come! I can't wait for it to start thinking for itself then try to kill us all... lol

    ~Sol

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  • You can make him "slide" how you want if you move him using something like this:

    on collision with enemy -> set X position to lerp(current.x,current.x+10,1-0.2^dt) (or do -10 for the opposite way)

    ~Sol

  • Open Construct 2, then click in the blue FILE button on the top left, and look at the bottom of the file menu around the middle part and click the ABOUT button.

    It will tell you which version you have.

    You will need version R227 or above to see my example.

    ~Sol

  • Yeah i just noticed the clouds in that last screen-cap animation... looking really suave now

    ~Sol

  • This looks pretty cool - really digging the graphic style

    ~Sol

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  • No worries!

    ~Sol

  • You will need at least R227 demo version.

    If by "free version" you mean a pirated copy - then we can't help you any more.

    Use the demo version.

    ~Sol