Mipey's Recent Forum Activity

  • Quite a few times I've run into a situation where I wished for a simple and manageable timer for objects. I've been using Fade behaviour to that effect, a PV and a few events to behave as the timer etc...

    So here is the feature request:

    Timer Behaviour

    • start timer on create (option)
    • destroy after time (option)
    • get current time
    • repeat (for example it would go from 0 to 1000 and then repeat)
    • on timer expired > action
    • start timer
    • set timer

    And so on. Having a dedicated timer behaviour would really be convenient for the game development!

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  • Haha, cute!

    Might want to explain the controls, though, it took me a while to find the jump key!

  • Okay, I think I have squashed the bug... hopefully. I think it was an error with typecasting, though I am not sure.

  • Thanks, I'm expecting a "Ni hao!" from the Polish now.

  • Oh yeah, I was using this operator yesterday with the text object...

    Set Text to Random(2)?"Shrubbery":"Marmalade"

    I expected it to return either "Shrubbery" or "Marmalade", but... It crashed.

    If you fixed it, I needn't worry anymore

  • Yeah, I noticed that in next game the enemies start with 0 health. I'll see if I can crush this bug...

    Updated: Okay, I've balanced the game some more, turrets shouldn't get crazy benefits now, they'll be more streamlined. Their costs have been streamlined as well, shouldn't rise so sharply anymore.

    Updated Grid Defense

    However, this bug... When the game ends with your loss, it is paused, then you press enter, that is when it resets everything - delete all game objects but the static ones, reset global variables (Wave to 0).

    When you start the game again, it should be as it has been at the beginning. However, bugs have this amount of health:

    4.94065645841247e-323

    Looking into the event sheet, this is how the health is assigned (at time of spawn):

    Spawn object Enemy on layer "Game"

    Set Enemy 'Level' to global('Wave')

    Set Enemy 'Health' to Enemy ('Value')*global('Wave')^1.1

    In Debug, I observed this:

    The global 'Wave' is fine, it correctly increments with each wave.

    The Enemy 'Value' is fine as well, it never changed from the initial value.

    So it should be (for value of 5, first wave=1): 5 * 1^1.1=5

    But the health we observe is near zero.

    The event obviously is firing, as the enemies are spawning, but the health is set incorrectly.

    This bug is a serious one, I can't figure out why is it happening other than some quirk in the engine or runtime. I am afraid I am stumped here.

  • Yeah, it makes sense... "If I can't see the Sun, then I am in a shadow."

  • Updated! I've reworked the experience system into the basic "increase stats slightly after each kill" as well as other minor changes (greener grass for better contrast, slightly more linear difficulty etc.)

    Let me know if it gets out of control again.

    SuperV: I'll probably be up for it if I'm not occupied with another project.

  • Use Time Delta for smooth scrolling!

    +Key Right is down

    Scroll.X=Scroll.X+20*TimeDelta (use a higher multiplier for faster scrolling)

  • Beta release of the tower defense type game, Grid Defense, is ready for your enjoyment!

    Be warned that it can be quite challenging. You have limited funds and you need to make some fast. You can't place many turrets, either. Turrets gain experience when they gain kills; keep that in mind.

    Please post any bugs, suggestions, balance issues and such here.

    Grid Defense (cap)

  • Oh. Um. Is it using compression?

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Mipey

Member since 16 Jan, 2009

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