toralord's Forum Posts

  • the 3d box one had me

    nice plug.

  • I keep on getting a .cap error too.

    an now I am getting an error for the .exe also.

    I really want to see this.

  • I know C++, The dude saved my life three times.

  • it is not global.Value('indexlevel') it should be this global('indexlevel')

    because when you put a " . " at the end of a global you are in indicating that it is an object.

    I am assuming that you don't have an object named global at all and you are trying to use global Variables from the picture.

  • great as always. This will help all the new comers. A+!

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  • I just go a round to look at this to day. I must say grade A work you got there.

    when is part two coming out?

    and I think you should make an enemy fight back for part four.

  • the reason I don't use the RTS behavior is that it is not accurate enough for gird based movement.

    when I first started making a turn based strategy game I started with the RTS behavior and found out the for very slow speed it work okay but the faster you set the speed of the sprite the more the bad accuracy became apparent. I assume that is why you added the ever millisecond 500 condition. I also realized the RTS behavior recalculate every tick which is great for RTS game but not for TBS.

    with all that being said, I love the simplicity of this cap. great job

  • Currently there is no real support for an isometric type of game, so I figure if we want it in the future we better start talking about what features are needed, and what can be done with what we already have.

    To start off one feature I think would help out a bunch is a way to configure the grid to make it easier to place tiles. The thing is there are two problems with a grid like this. First off the grid would need two different sets of rows. One row starting at the edge of the layer, then the next offset by half a cell's size.

    <img src="http://dl.getdropbox.com/u/666516/triangledotpaper.jpg">

    Secondly the ability to have tiles overlap. I suppose what would be needed is a way to force tiles to snap to grid points at hotspots, or image points.

    <img src="http://dl.getdropbox.com/u/666516/iso1.png">

    Next the user would need a way to change the standard 8 directions, to compensate for the change in angles.

    Now I realize this stuff can be done already with a few workarounds, Im just saying this stuff would help a lot. Feel free to add any other suggestions.

    Also Im sure many of have seen the 3d proof of concept demo posted here many months ago.

    http://dl.getdropbox.com/u/666516/3dproofOfConcept.exe

    Even though this isn't true isometric, I think its worth delving into for this type of game.

    Im pretty sure the demo uses 3d boxes, so that means in order to use them there would have to be a few additions to that object, like the ability to find a certain face, and the ability to change textures on the fly, etc.

    I really don't like to bring up old post but newt do you happen to have the cap to this file.

    if you don't can you make a new one please!

  • Here you go My AI gird Pathfinding with obstacles

    I made so changes to this cap.

  • I would be interested in seeing how your turn based system works

    I posted a cap here

    the coding is more simple and advance then the ones I have here.

  • In this example I made the AI player (a green box) will look for and kill blue boxes it just show the concept of grid based game AI.

    It is very simple right now but I hope to have more complex component later on with new updates.

    show here it is

    My AI gird Pathfinding

  • I notice that the .exe I posted the pathfinding was a little off.

    I fix it and added a NPC sprite that is using the grid movement behavior to move along the path.

    The controls are the same.

    So here it is.

    http://download938.mediafire.com/fygmnl ... vement.exe

    and a pic.

    <img src="http://i25.photobucket.com/albums/c87/TheLastTora/gridpathfindingmovement.jpg">

    And if any one is interested in knowing how it works.

    I will post cap.

    So leave a comment and let me know what you guys think of it.

  • I notice that the .exe I posted the pathfinding was a little off.

    I fix it and added a NPC sprite that is using the grid movement behavior to move along the path.

    The controls are the same.

    So here it is.

    http://download938.mediafire.com/fygmnl ... vement.exe

    and a pic.

    <img src="http://i25.photobucket.com/albums/c87/TheLastTora/gridpathfindingmovement.jpg">

    And if any one is interested in knowing how it works.

    I will post cap.

    So leave a comment and let me know what you guys think of it.

  • have you ever read "ender's game"?

    Ender's Game is the only book I ever read completely.

    But I have not been able to get in

    to the next book Speaker for the the Dead.

  • You should take a look at this

    http://www.gamasutra.com/view/feature/1 ... s_for_.php

    I think It will help you with your Npc AI and management.

    the info here show you how to do what you want.