Davioware's Recent Forum Activity

  • an the Download object actually allow for downloadable content, like levels, weapons, etc. if one was so clever enough?

    Yes, possibly. The method which first came to mind when u asked this is by downloading an .ini file and a graphic file. Weapons would all have to follow some sort of modular programming, with damage and other attributes editiable through plain text (i.e. .ini). The weapon would also swap its graphic at runtime with the use of the texture loading action on sprites.

    Levels are another story. Depending on how your game is set up and programmed, they can either be very easy to add or impossible to add.

  • Besides I think the grid movment behavior has an NPC selection wich moves objects randomly in a zone.

    I'm pretty sure he wants something which solves like the rts behavior, but for a large grid board like in advance wars or final fantasy tactics or any grid based game. For example, certain units can be told to move a set number of spaces and it will solve the route for them while avoiding obstacles. Also, the obstacles only have to be declared as complete squares on the grid, so this avoids path finding glitches. I admit it would be useful, but it's also pretty easily possible with a bit of research.

  • 1) To put it in simple terms it will do what a RTS dose.

    It just would do it for in a grid movement.

    yea this would be pretty useful, but there are ways of doing it yourself. Also why TBS behavior and not grid path finding behavior?

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  • You shouldn't have multiple people working on cap files unless it's for prototyping only, because you will have to do all the work over again in the master cap file since construct can't copy paste .cap data. If you want to collab, make one person make the art, one make the sounds, one programs in construct etc. WARNING: DON'T ALL WORK ON DIFFERENT CAPS THEN EXPECT TO IMPORT EVERYONES WORK. As people have said, the only way to make one person design levels without working on the cap is to make a custom level editor once all the art and code are done.

    edit: You can make the level editors in construct, it's a powerful tool.

    Also, with 98.9 and lower versions, all images are loaded at runtime. With newer builds (however they are buggy atm) one can choose to load images into vram per layout, all at once, or manually (< I think..)

  • you should have made HEAVY KNOB, which has inertia. What about the all-the-rage HOVER SLIDER which doesn't require a mouse click? Don't you dare not implement a TOGGLEABLE SWITCH

    nah, semi joking, good tutorial Deadeye.

  • Those trees really do look like they came from alchemy. Beautiful art anyways.

  • I would say don't use python.

  • i think you meant *where*

    on topic: Meh, i have an account, but i never use it. It's alright i geuss, but it's more of a massively linked IM more than anything else (Which is what it's supposed to be... i think... )

  • I think your over complicating your code. Also, to pick objects by value comparison, store the value in a private variable because System compare doesn't pick objects.

  • Good job finally accepting construct and it's programmery syntax.

  • And while I'm at it, setting an absolute displacement for a Sprite is either broken or I don't understand it. It does not function at all like it did prior to 0.99.

    ya, it's busted.

  • you have to add the ini plugin, double click anywhere in the layout and add it.

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Davioware

Member since 25 Sep, 2008

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