Vati-nyan's Forum Posts

  • I think I understand what you mean, I need to use the X/Y numbers of the actual tile to put it on? Instead pf pixel positions.

    I still don't entirely grasp how to do it in practice though, and how to make it move on to the next tile if the first one is occupied. Could you give a clearer example?

  • Those are the positions of the square that I either what the chess placed, or next to. It's like a base that produces these chess.

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  • Hello! I return to bother you once more with questions!

    I have a square on the board, a so-called "settlement", that I want to be able to use to create more units in the game. When asked to add another unit/chess I want it to place it either on the square itself, or next to it, if the square is already occupied. So far I am able to place the chess on the square, but when it is occupied I get the error when a space already has a chess in place - I can't make it go on to place it on the next tile instead.

    Here is my code that I've experimented with so far, and which doesn't seem to work:

    Basically I want it to check if tile is empty? If so: place chess. If not: check if next tile in row is empty and place chess.

  • Any graphical program that can export transparent files (png).

    As for size, that's hard to say. Depending on the style/project it's generally better to make the art larger, then resize it to 16x16, 64x64 or whatever you need the final sprite to be.

  • Hello! I'm using some of these plugins as well, and when you figure your way around them they can be really useful.

    You should take a look at this thread, with a collection of his plugins that work really well together to do what you need: viewtopic.php?t=69647&start=0

    As well as his demonstrations here: https://onedrive.live.com/?cid=07497fd5 ... fA3BYVEKYk

    As for how far each chess can move and what types they are, it is also possible to use private variables for that. Just give each chess piece a different variable number for amount of moves it can make, and names for its type.

  • Hmm strange, since it seems to now pick all the objects of the same type in the family. Maybe I messed something up elsewhere, will have to make another pass through.

    Edit: Found what I did wrong... one little piece that I had forgotten to switch out. Thanks for the quick reply though, it always helps to be able to rule things out

  • I imagine that you would make an event on start of layout, select the sprite in question and "set angle". In that case the sprite should already be facing upwards when the bullet behaviour triggers and sends it flying.

  • Time for a more simple question (I hope).

    In my game I want to be able to select objects by clicking on them with the mouse. All these objects are part of a family that share some traits, but I'd like to get the UID of the particular object that was clicked.

    So far I have "On family clicked -> options appear." Like this:

    This code worked while the game was using just one object type instead of a family. But obviously not anymore, since it's just using the family UID instead...

    Any tips for what I need to add in there?

  • Programming

  • I honestly don't know. I have ideas for many things I want to make, some of them definitely out of my reach for now, but which would be my dream project.... I have no idea All of them maybe? And whichever ones would come after?

  • I had a PSP and loved it, but the Vita hasn't really interested me much at all. So far the 3DS has served me nicely.

  • It works now! Thank you very much, that last sentence managed to get it through to me I understand it all a little better now.

    Now it will hopefully take a long while until I have to ask something again, heh.

  • Alright, I will see if I can figure out how to get the target tile that way. And I will keep the point about the tiles in mind!

  • When it comes to artists, it all comes down to what you agree to with the artist you use. As Beaver said, some are paid an hourly rate or a set estimate and are then out when the work is done, while others make an agreement on royalties, which is percentages of your revenue afterwards.

    Just make sure that the conditions are clearly set before the artist begins his/her work to avoid trouble later on.

  • Vati-nyan

    I thought Tilemap is a single object for all (virtual) tiles, you only could get 1 uid from tilemap, and I don't think that tilemap could assign private varialbes for each tile.

    To place tiles manually, you might try

    - layout2board plugin , it could create orthogonal or isometric, or hexagonal board.

    or

    - txm importer v2 plugin for tiled map editor

    I used Layout2board, and it works nicely for making the board! I don't know why I missed that before, I must have mixed up the names.

    I have one last question for now though! I've made the board with that plugin, and moving around it while including all tiles in a family works just fine. I still haven't managed to get move costs to work properly though - for now the move cost function still looks like this:

    I guess it's not properly picking up what tiles it should?

    Thanks so far for being patient and helping out