Windwalker's Forum Posts

  • Just Create a rectangle sprite 1 pixel high(or your choice of width), Move the origin point to far left. When you want to draw a line, create the sprite in x,y of starting point, set angle to start point x, start point y, end point x, end point y, then Set width to start point x, start point y, end point x, end point y.

    I am not sure

    about the Order though.

  • May I humbly suggest that you do not ever give up? Ever. Maybe they will face problems and cancel production? Maybe halfway through the development you will have an idea that will change everything and get your game the kicks it nees? Maybe you will be able to export it to android market and handheld devices? Maybe yours will have better multiplayer support?

    I may understand if you WANT to give up because of something else, like lack of time, real life pushing hard, girlfriend getting pregnant... but I hope you do not give up because someone else is doing something similar.

    Regards;

    -Wind.

  • No AnD4D, you are not. I have used the spritefont and had similar results and struggles, even though I followed Paradox's excellent guide. Now sprifont is something I want to do last, because of the hassle it includes which makes it boring. It's not like you are achieving something tangible by solving this problem, you are just making it "normal".

    Thus I agree sprifont tool may need an uplift, but I also think there are many other areas that would be better improved with higher priority, like export's, localized obstacle recalculation for pathfinding, improving tilemap editor etc.

  • I think this is definately worth developing. Would you consider going back into this project seriously?

    It feels like just smooth it out, get cuter graphics and you are on a golden path :) All you have to do afterwards is to add content.

    Regards;

    -Wind.

  • there was something about leaving 1 sprite width of transparency around tiles (or not leaving it) I believe a quick search will help you.

  • Underdog I think this is a case of using - or not using - "for each" enemy in the events. When you post the capx I'm quite sure it will easily be solved.

  • Hello manukeo,

    I have been working on pathfing intensive game myself and saw your post as I was searching for clues.

    I noticed that if you use a big layout, regenerating obstacle map takes long time. But with small layouts, it's very fast. If you could break down your levels into smaller chunks, it may help. Otherwise, you are stuck as I am. But ashley has a to-do-list which includes partial obstacle map regeneration, which will hopefully solve our mutual problem. Unfortunately, my game doesn't work with smaller layouts, hopefully yours will.

    The entity-based regeneration of obstacle map is under works I believe.

    About the re-start with old map issue, I am fairly sure you can fix it with your events. Restarting has some tricks to it, I am sure you are skipping a line or sth. Just regenerate the map on restart and it should fix.

    About enemies outside view sleeping, it really seems smaller layouts are your ultimate solution. But you shouldn't worry about enemies outside your view dropping performance. If it's an issue, just don't create them untill player aproaches close to them.

    Hope you keep working on your project.

    Regards;

    -Wind.

  • This is me again, reviving one more time, so please forgive me everyone, and ASHLEY. But a very important part of the game I am working on is closely related to this subject, so it could be nice to know the priority of this subject. If it's very low priority, I will have to re-work the entire digging system to something else. I have left the digging part in hopes of this coming but other parts are almost done and I will have to tackle digging soon so...

    Basically, I have to use huge layouts (as big as 25k x 25k) and a grid based obstacle system to create a maze like sturcture, which is dynamic and changes during gameplay. Regenerating entire obstacle map pauses the game for a second, sometimes more. It breaks the game as it is now.

    Please forgive for reviving twice in a row...

    regards;

    -Wind.

  • +1 for I did the same thing with hand using arrays before, integrating it wouldn't be too difficult I presume.

  • e-mail sent, please lets press this issue until at least one of us gets an official answer.

    regards!

  • On top of my head maybe you can "tag" a specific frame by putting in an imagepoint on it, give it a name, and use it as a tag via an event that loops through imagepoints of frame and check if it exists.

  • Ashodin, don't get dishartened; even though most of the time I am not commenting at all, I am still happy to see updates from you and enjoy reading all of them. Keep the pace and good luck!

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  • Yes, that is what I feared it would lead to. I already tried to introduce a conditional check after the wait via instance variables... The problem is, if you chech for a condition in a higher event, and check for the same condition in a sub event for it, the check fails. I will try to simulate this behaviour in an example.

    But, I can't imagine how timer behaviour will be different in that regard, because after all, it is the trigger that solves the problem, not the behaviour itself. Could you elaborate some on this? Or maybe the smallest bit of example could be very welcome.

    Thanks;

    -Wind.

  • Hello all.

    I just wanted to share a reather inpleasant behaviour I encounter when I use wait in a particulat fashion and would like to ask for your opinion on how to apraoch such situations.

    I am using a relatively straightforward aproach as I am trying to create AI in an RTS type of game. There are a few tasks an npc can do, and it chooses what to do based on immediate environmental observations. If everything seems fine, for example, and there is a food source nearby npc gathers food. This happens as follows:

    1.move to food source (by pathfinding)

    2.turn to face the source

    3.wait 2 seconds

    4.create a piece of food sprite over npc and pin to it.

    5.reduce food value remaining in food source

    6.find path to home.

    now the same npc attacks an enemy npc if they come close. below is how it works

    0.detect enemy

    1.move to enemy

    2.turn to face the enemy

    3.call attack function

    4.wait cooldown seconds

    5.repeat

    Now the problem happens when the food is detected and the npc moved to food source, but also an enemy came nearby before the chopping of food, thus attack protocol is initiated. Even though the npc leaves the food source, runs to enemy and attacks it, still a piece of food is created on top of it and pinned and still the food source is reduced. Because it was there waiting for the 2 seconds to pass, but enemy came before chopping of the food and thus npc departed, but the code below the "wait" still was waiting in line to happen. And they happen, even if the npc was teleported to other side of the layout when the "wait" is over.

    I have a few ideas on how to fix this but I am hoping there is a much more easier way... Could someone with experience, especially in "wait" help on this?

  • Hello friends,

    As a couple of friends we are making some very small games to deploy on mobile, both ios and android. They are too small to be sold for a price but we were hoping to be able to add in some advertisements, which would (maybe) at least pay for store appliances and our server costs.

    We tried to integrate Leadbolt but we couldn't get even get aproval for our link. And we have no idea what we are doing wrong.

    Can someone with experience describe how to add advertisements, whether leadbolt or admob or any other kind into games when releasing with cocoonjs?

    Kind regards;

    -Wind.