megatronx's Recent Forum Activity

    Tom Forcing price drop is not fair with the seller in my opinion, even worst threatening them to de-list. Item popularity come and go in waves, and is not something that can be predicted or always influenced with price drop.

  • I think you need to put FOR EACH as first event, and all other state events underneath it. Also you can put Every dt*2 Seconds above FOR each to not have it run every tick ( not needed ) . Also within each DistanceTraveled and Is events, add condition with your variables for example MoveClose = False. Try that.

  • yeah, artificial way.

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  • I haven't looked at you're capx yet, but make sure that solid walls have solid behavior. and for tanks attacking you got to make them to be a group trough variable and then with events make that group move together if one of them has player in sight.

  • Hmm, first time I hear about it. What kind of usability this could be for?

  • Unlocking doors is a lot like the game mastermind. You have to guess the right order of the 5 pins. A wrong guess will put a red gem in that rows placement order, or a blue gem if you guessed correctly. Guess all 5 and you unlock the door and earn a bonus... or else you get attacked and the lock breaks (allowing you to pass either way). Hope that made sense.

    There is a demo/tutorial on that site if you want to check it out. And thanks for the well wishes.

    Cool, cheers

  • No worries. My game uses procedural generation too (check devlog link in my sig ) It's frustrating at times, but incredibly rewarding when you get it working right. Give me a shout if there's anything else I can help with!

    Sweet man, will surely do. thanks a lot

  • >

    > > A common way to do this is to create a 'walker' object, which will step forward once every loop, and will have a set of rules dictating when it's allowed to turn 90 degrees. These rules will depend on your implementation.

    > >

    >

    > Hey, yeah, Iv'e got that far XD Those rules are the problem, not sure how to build them in some nice way.

    >

    You could try using the built-in pathfinding behaviour (or the Astar pathfinding plugin) and use the nodes from that to navigate paths around obstacles, then build corridors or whatever along that route. Take a look at this linear pathfinding example I posted a while ago, you might be able to fiddle with it to generate routes.

    https://dl.dropboxusercontent.com/u/106 ... nding.capx

    Cool stuff man <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Thanks. It's getting closer. Togenerate obstacles but making also sure that there always will be path, will just write a condition to not spawn any other obstacles within a grid range from current obstacle.

  • A common way to do this is to create a 'walker' object, which will step forward once every loop, and will have a set of rules dictating when it's allowed to turn 90 degrees. These rules will depend on your implementation.

    Hey, yeah, Iv'e got that far XD Those rules are the problem, not sure how to build them in some nice way.

  • Thanks guys. I'll look at it again when this beer dies down.

    Basically u use for each when u r building your own custom behaviors, logic or state machines with events. For behaviors from plugins it is not needed.

    U might just want to add for each above your first monitor enemy event in the second tree, under walking and distance.

  • Looks really cool! I watched the video, and I really like it. GL with it! But I can't get my head around the doors unlocking logic. How does it work?

  • Ok so I have been reading about Vector art and decided to give it a go. It's near impossible for me to do so I think more reading is needed. (Pixel art is harder I would say).

    Here is my attempt at making a house to show you how bad I am when it comes to art... I was going to hire an artist but cost is a real problem.

    Yeah, it looks awkward. Best thing to do is too look in to it and find the elements you're good at and develop those in to your own style.

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megatronx

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