toralord's Forum Posts

  • when i try to open it an error comes up saying

    [quote:230emgzx]The effect file 'Constrast Plus.fx' is required to open this file. Please locate it and put it in your effects directory under your Construct installation.

    what is this.

  • I don't see anything in the second demo other then the back ground.

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  • You should use this.

    Every tick
    if state = 0
      - do this event[/code:1fxbs5bn]
    This way it will check it once per frame.
    That should do it.
  • Okay I really don't under stand what you what.

    show I would like to ask you some questions to better understand what you need.

    1: What you need it for/ what kind of game are you making?

    2: is this for a playable character or NPCs?

    3: do you need it to follow in a certain path continuously or do you need it to stay in a straight line continuously?

  • great find. I am shocked to see this.

  • Yes I will work.

    It will do it randomly just like the game maker switch statement you linked to.

    Thing about this cap and the game maker switch statement is that the low the range of values to check the more likely is going repeat it self but it will eventually check the all values.

    This kind of code is good for dialogues( character saying more then one thing.), guessing games, casino games, puzzles game, but mostly dialogues.

    I made a cap to show you an example.

    http://download71.mediafire.com/m2faimr ... witchs.cap

  • What is the best way to check multiple values against a variable? For example, if I have a private variable "state" and in my event sheet I have:

    if state = 0

    - do these events

    if state = 1

    - do these events

    if state = 2

    - do these events

    ...etc, for maybe 30 checks on the value of "state". This seems inefficient because if state=0, I don't need it to also check if it equals 1 through 30. I believe the switch statement from Gamemaker is similar to what I'm looking for. Is there anything like that or a better way of doing these checks?

    Thanks!

    I think this is the best way to do It. Just set state to random.

    if state = random (0,2)
       if state = 0
          - do these events
       if state = 1
          - do these events
       if state = 2
          - do these events[/code:1ev38f9e]
    
    This way it will switch the value. 
    Hope this help you.
  • actually, npcs in real rpgs don't travel between maps, they just move from one location to another based on story variables or whatever. I just want to inform you that making an rpg is pretty difficult.

    Actually ever seance PS1 Rpgs have been doing this with a day and night timer to make there world feel more realistic.

    True adding this is very hard and difficult. That why you don't see many game

    with this feature.

    Well, my NPCs aren't just gonna stay in one layout for I want them to act more realistic than just stand in one spot or move around in a map for the rest of the game. I know indeed that RPGs have not been made in Construct yet thats why I'm starting to make one. If I don make one successfully, I would probably boost the interest of others in using Construct.

    BTW, when a game in Construct is running, and that a layout is being played, are other layouts running too? or just on pause or standby or something.

    If my NPCs were to travel between layouts, I would probably need a RealTime system or something to monitor them all.

    I would think the other layout would not be running.

    But you should test this out.

    Maybe if you have the map like Zelda (like one big ass map and break it down into sectors) that might work.

    and the other way I can think of is calculate the position of the NPCs based on a timer.

    I have notice that some game that do what you want have a day and night timer feature to it. Their is now doubt in my mined that they do it with a day and night timer,

    and this would be your best bet for making this work.

  • I made a example for you.

    http://download923.mediafire.com/qbn92m ... e/time.cap

    Press the A key to start the timer.

    It is ascending up to infinite or in this case all the number reach 0:00 and count up again.

  • Yeah, doubt you could get an fx to do this, especially the second part. What you need is a brand new object that supports pallets. something like .spr or kiss .cel's.

    Btw did you know there is corner color filter?

    Then again you could maybe do something with distort maps color filter.

    Would it just be easier to add the pallet to the sprite object properties and have a set pallet action in the event editor.

    But then this might be some issue with with animation.

    Or maybe there could be a pallets function in the animation properties

    (like pallet 1,pallet 2,pallet 3, etc.)

    then in set animation action in event you set the animation and set and pallet number.

  • I'd be very interested in multi pathfinding, but what you have their seems quite good already, what I'm interested in is this:

    I'm working on a kind of turn based story based game (with retro graphics, dos like) but I would like to have npcs move around as I like according to the events of the story, moving around obstacles ether by me directly creating the path or with a simple pathfinding gist so the npc finds its own way once through obstacles, multi pathfinding would not be essential for this example I'd assume?

    ideas I would like to try at a later date:

    - turnbased trading and/or sim game

    - strategy game like master of orion, yes that sounds scary, just throwing it out

    - the story thing above would probibly just be story, no puzzles and what not

    I'm slightly new to constuct but have been learning/dabbling/experimenting for a couple months now, haven't hit the forums as of yet, till now : )

    I am making a TBS game and for events the grid movement behavior alone is better for that.

    I say this because in story events you don't want the NPCs in the scene to move in a zigzag type of movement. It is more appealing to have the NPCs move in strait lines.

    That way Game makers don't use pathfinding in their games events.

    here is a Video game to show that I am talking about.

    The pathfinder can move around obstacles at the moment, even though there are some technical problems I am trying to work out.

  • It might work nice for a chess or similar type of game, perhaps even a top down tactics type.

    As to the way points I would guess you would want that to be as many as needed. In other words the player would decide.

    Well, for a chess you don't even need to use pathfinder at all.

    The grid movement behavior is all you need, the rest is just AI.

    As for the top down tactics type game way point would be useless in the sense that the grid based ones are all turn based.

    So on each of the NPC turn just reevaluate the goal based on conditions to change the path or keep the path the same.

    At this point I don't see a reason to add way points.

    But if I find a need for way points I will make it.

  • Nice, it look great.

    and it is so damn simple.

    You gained 20 EXP for that.

  • I was thinking about doing just that.

    That might be easy to do.

    I have some questions.

    What would you it used for?

    How many waypoint do you won't?

  • It is not out yet but, Ripple Dot Zero is the flash game. It got a Sonic The Hedgehog, feel to it.