winkr7's Recent Forum Activity

  • I couldn't figure out what start was. I clicked the mouse and hit some keys but nothing happened.

    yours

    winkr7

  • Assign the turret family a hit variable, call it turhits. when your turret gets hit, up turhits by 1. create a text object called showhits. It is a small square that holds a number from 0 to 3.

    Every tic delete all showhits. For each turret then create a showhits text object and put it on top of the turret (or close where you want the number of hits to show). write that turrets turhits variable into the showhits text object.

    This looks like it is a waste of computer time but it will work fine and you will never see it slow you down by even a single frame.

    yours

    winkr7

  • Are the child objects on a different layer? Does that layer exist in all your layouts?

    If you are creating objects with children on layers that don't exist is some layouts it could have effects like you are seeing.

    Just something else you might want to check.

    yours

    winkr7

  • Thanks for the example, its exactly how i want it to work! Can you share a project file or a screenshot of the pathfinding - moveto loop?

    yes I will send the loop to you. This was from a few years back so I will have to dig it up. The hard was getting the spot between moveto nodes where the movement points end. Thats where the path changes from green to yellow to red in the example. Also, it gets much more complicated if you have different movement rates over different terrains. I think I just assumed it was all the same rate. It may take me a while to find it.

    yours

    winkr7

  • hello;

    You want to use the moveto behavior based on the pathfinding behavior. You can find the distance between each waypoint and add it up and create a waypoint for that turns end. I do this here in this game:

    construct.net/en/free-online-games/rpg-mage-dog-26512/play

    The manual explains it pretty well (see here below).

    This is an alternative to the Pathfinding behavior's Move along path action. It only works with a Pathfinding behavior on the same object, and like the Pathfinding action can only be used after On path found triggers. The 'Move To' behavior uses a different algorithm for moving along waypoints, and this action lets you use its approach instead of the built-in Pathfinding movement.

    yours

    winkr7

  • I did not expect timers to be this complex :V

    and you are an old timer too.

  • I use 2 monitors with Construct! You can right-click pretty much any window and click "pop out" or something, then you can drag it to a different window.

    This is very handy. I didn't know about ALT preview either.

    thanks.

    yours

    winkr7

  • jup I brought this up before and wrote a suggestion to turn timers into true triggers.

    It's not only bad for perf it also leads to the weird case where -> on timer triggers with multiple instances picked. (this lead to c3 user actually adding for each to every trigger as they stopped trusting triggers altogether, leading to even worse performance xD)

    This held me back for some time--timer complete might generate multiple instances picked. Because it happened rarely it was hard to track down as a problem. Now I just for each on almost everything to be on the safe side since I am never really sure when I just have one instance.

    yours

    winkr7

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  • me too.

  • Check to make sure the origin point is near the middle of your sprites.

    That is how I would start.

    yours

    winkr7

  • I sleep all day, and pretty much always have. I am the laziest person at a software firm and I manage to hide from job cuts by making lists of things to do and then checking them off when they get done. The most important thing on my list are easy short fixes, because everyone thinks I will probably do it. But if I did, then I would have one less thing on my list, and I need lots of things on it.

    I probably do know how to program, but after sleeping all day I never get to it. I probably do want new scripting stuff for C3 but I am too lazy to do anything more than event sheets and layout sheets. I am hoping that if I spend my time trying to make a good game rather than trying to satisfy my hunger for neat code I will be able to patch something together that people will be willing to play if I don't charge them.

    But I change my mind so often and start over I never get anything finished so C3 as is is perfect for me. I envy computer talk, and I know how to make long lists of good things to do that sound difficult but what I really want is something where I have a ghost of a chance of finishing something someone might want to play.

    your

    humble servent

    winkr7

  • I mentioned RPG maker because it comes with immediately usable graphics--The Battle For Wesnoth-- does the same thing. You kind of program it in WML which is just wesnoth markup language but mostly you get lots and lots of 2.5 fully fleshed out little animation guys complete with default sword swipes and spells. You can get somebody really interested really fast with something that looks that good right away. Better than our default pig asset (not to knock the Scirra pig -- well, not too much).

    Do I really want a demo with 3d dice and a pig for my first shot at an rpg in construct?

    If you look at the library of 2.5D over at wesnoth you quickly see that it matters as much as the fact you don't have to be able to program.

    yours

    winkr7

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winkr7

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