MythStylz's Recent Forum Activity

  • Theirs a free media suite I use, RecordPad and SoundPad, it's not the prettiest but it's easy to use and free.

  • That's what mine does, and then it deletes the background sprites underneath it if that tile doesn't exist (Unused instance variable) I also have walls in there. They just all happen to look the same in this build

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • So I got around this by

    (A) Distributing an X and Y Cordite to each tile instance i created, i.e coordinate 0,0 is the first piece, (I used triangular pieces and placed them by hand because I'm not great at arrays, but it was really simple, just make them then select the row and column and change all the instances of that instance variable X or Y cord. I kind of enjoy this way because I can easily replace the underlying tile with a different shape and make Risk-esque type maps.) Then use this example to call arrays scirra.com/tutorials/630/building-a-basic-board-game-board-tokens-and-moving-them

    (B) Moving the piece to the coordinate of the projectiles end, I believe I used the Snap to Add on (you can also just move the object to at a speed (i.e ranged attacks), then simple call up the coordinates by either the tiles X/Y of the piece the player clicked on or the AI wants to go to. I use ghost pieces for selection but you could independently call the tiles each time

    (C) Then make that piece check what it is overlapping and set it's (instance variables) CurX, CurY to the current cells (also independently stored from the array) then set the explosion on that tile once it hits. Or whatever I use it primarily for movement, but it does work for animations.

    Here is my example from when I first did Enemy Movement, it should be the most simple example

    drive.google.com/file/d/0Bz7FEsAe5hXcWEp0LWVfODFab00/view

    If anybody sees any problems let me know on my drive (I think you can post anon on my drive to.), I may have them fixed in a later version but let me know this should be pretty self contained at this point.

  • I figured it out, my expressions were to condensed.

  • Actually I can't quite post URLS yet, so if you want to look at the code message me.

  • Hey, I've been working on getting the basis for a TBS game going and am running into a problem. Basically, what I want is for each of my enemy pieces to move, one after another. As of now I can get them to check moves one after another but it seems that it's forcing the second numbers on the first. So my player Characters are working amazing (I have four in there.) I went in and added a bad guy and got him to work well, but then when I added a second bad guy it ruined everything.. So I went back to square one and decided I needed to add both bad guys at a time. Here's a screen shot of what I'm talking about:

    https:// drive.google. com/ file/d/0Bz7FEsAe5hXcTHpuNkZMU0RnQjA/view

    Right now I have movement based around making GhostPiece around the tiles I want to use, then have the PC/Enemy choose one of those Pieces. Because the event is more broken up with the PC it was a little simpler to do, I store the value of the players move (0-3) then when they confirm the move. On the Computer side I have it check the same moves and that seems to work (it will fire two different Ghost Pieces, 1 after the other.) But the NextY and X will pull from the same CheckMoves Pull (or is it getting reset as the second one makes it's choice?) And then the Ghost Piece isn't getting deleted the second time.

    Anyways I've been pulling my hair on this for a few hours, and needs the help! I can't seem to figure out how to separate it where the NextX and NextY are only getting applied to the current Piece-Set. I also want to call the "Next Phase Function into this, but when I do one of the enemies doesn't pick up a GhostPiece. I'm not sure if this is all combined, but please any help would be mad appreciated.

    You can also check out my full code here :

  • Hi i'm Kyle! I've played with Gamemaker for a few years just playing around and have decided I want to get serious about making a new game (Turn Based Attacked) but saw Construct 2 and thought I'd give it a try. I'm plugging threw a few tutorials now and am really impressed by it's flexibility and code learning curve, so expect me at anytime to look into how that's done!

    • Stay Amazing, Stylz!
MythStylz's avatar

MythStylz

Member since 11 Feb, 2015

None one is following MythStylz yet!

Connect with MythStylz

Trophy Case

  • 9-Year Club
  • Email Verified

Progress

10/44
How to earn trophies