winkr7's Recent Forum Activity

  • Hello;

    As we know, planets have a spherical shape. You can continuously move in any direction and never reach the edge of map.

    It doesn't matter, but the topology of the map you created with this wrap-around in x and y is a torus, not a sphere. In a sphere if you move north from any point you will come to the same point sooner or later (the north pole). A torus makes for an easier game surface anyway so good choice.

    yours

    winkr7

  • I think you want to look at effects for this. There are a large number of standard effects you can mix and match to change the whole deck.

    yours

    winkr7

  • Put your global variables in a dictionary and save the dictionary. You are probably better off accessing global variables through function calls to a dictionary since it won't cloud up the global space.

    Just a suggestion.

    yours

    winkr7

  • Hello;

    One in three times, when I go to the community chat boards all the posts show as being 7 years ago. Indeed, they all seem to be from 7 years ago. This started about three weeks ago. If I hit refresh the problem seems to persist. But if I come back an hour later everything is okay again.

    I find this problem on my several different windows machines.

    thanks for your time

    yours

    winkr7

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  • This is very good work. I would like to see rivers as hex-side terrain. These hex-sides could also be walls or doors in a dungeon setting. Also, If i pick three or more hexes (these could be the locations of enemies or treasure or whatever) could you add a find closest function? IE, if there are 4 enemies find the closest one, or if there are 3 places that are adjacent to two enemies find the closest one. IE, the user selects a set of hexes and then the function finds the closest hex to the unit.

    Great work.

    yours

    winkr7

  • Great. I look forward to this.

    yours

    winkr7

  • After looking more closely I was wondering how you could assign a movement cost to each hex? Like swamp takes two counts of move vs one for open areas.

    It is a very good start.

    yours

    winkr7

  • This is great. Can you put hex sides into it--like rivers?

    good work

    yours

    winkr7

  • Give stuff the persist behavior and they will remember how they were set at the end of a layout so that when you return they will not start all over.

    yours

    winkr7

  • Hello;

    but that's not particularly accessible to beginners or non-technical people, which is largely the point of the event sheet system.

    I try to keep as much of the game work in the layout sheet as possible. With templates and parent/child tools this works well. I hope the flow sheets follow the same path.

    yours

    winkr7

  • I like them so much I feel like giving them money every year or something.

    yours

    winkr7

  • As an example of a common use of the "on tag node changed" suppose I want the player to pick 12 apples--that is the quest.

    I make up a group, the appleQuest group and put a static applesSoFar variable in it. Any time the player reaches a node where my apple count is relevant (like someone says "keep picking" if applesSoFar is less than 6) I put in my appleCheck function. AppleCheck returns a string like, "only 4 more apples" or "one to go".

    However, in the Farmer Maggot dialogue (or the dialogues with his sons) I don't call appleCheck, I call appleUnhappy and they say, "You owe me for 8 apples." This is a separate quest from appleQuest, called maggotQuest.

    Is this the basic idea about how I track this appleQuest using functions?

    yours

    winkr7

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winkr7

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