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    TBS Behavior

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    > TBS Actions

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    > TBS Expressions

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    > Ashley I hope this help.

    >

    That's... exactly the same as the RTS Movement ACEs. If you want a grid version, you should probably get rid of the "Component of motion" stuff (mixing components causes angular motion) and add some grid-specific movement settings and other griddy type things.

    Actions:

    Move Space (Up, Down, Left, Right)

    Move to Destination Cell (Closest, Exact)*

    Set Destination Cell at (XY) **

    Stop at Next Cell

    * "Exact" can return two values: Failed and Arrived. If there is no path, the object will not move and return Failed. "Closest" can return two values: Blocked and Arrived. If there is no path, the object will move as close as possible and then return Blocked. With either option, if the object arrives at its destination it will return Arrived. Can be used for trigger conditions.

    ** Any XY values when used in conjunction with TBS will be converted to the closest grid cell.

    Conditions:

    Compare Direction (Up, Down, Left, Right)

    Cell at XY is Open

    Is Moving

    Has (Object) in Adjacent Cell (Up, Down, Left, Right)

    On Failed to find Exact path

    On Arrived at Destination

    On Blocked from Destination

    Expressions:

    Get current direction (Returns Up, Down, Left, Right)

    Get Cell at Coordinates (XY)

    Get Current Cell

    Get Destination Cell (Returns XY, or current cell XY if not moving)

    Of course, depending on how you want it to work, you'll probably want different ones. I'm just throwing out ideas here off the top of my head, some of these might not even work.

    Also, you may want to consider some sort of Turn Based stuff as well. ACEs for handling, you know... turns

    I left out some thing when it come to the turn base stuff, and the properties bar part.

    I did that so I could learn some more TBS, Pathfinding and so on.

    The RTS behavior as a template for TBS works best I think,

    I try using the RTS behavior to make a TBS.

    The only reason I don't use the RTS is it is not pixel perfect.

    After making a TBS system by hand I came up with some new features/ ideas I would like to add the my list.

  • yes!

  • Nice work there The Mega Man X Engine is coming a long well.

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  • No i want to count how many items are in a family. I have 3 items on the layout, they are all in the Items family. When i count them i with Items.Count i get 1.

    You can see how it works in this cap.

    http://www.internet.is/eski/testing-hide.cap

    like I sad family count count the instances of objects so each one of your objects only have 1 instance so the count would be 1.

    So if you want to count all object as a private variable to the family call it count

    then add all the objects counts to it.

    I see what you want it to do. Maybe the Dev will add a "get number of all objects" that add up all the objects instances connected to the family in the next build.

  • Maybe one more thing.

    Can i count items that are in a familie.

    I cant use Family.Count because then it only counts the family giving me 1 but there are 3 items in the family.

    Family Count, counts instances of objects made on a layout.

    so say had a sprite with a blue family and another sprite with a blue family added to them.

    So if you had 2 object of the blue family there on a layout it will say "2".

    If you want to count Families like blue, red, and green families would give you a count of 3 then, no you can't do that.

  • Looking at this film, I am at the point were CGI in films have not improved that much in ten years.

    The movie look good but I wasn't like "Wow! How did they do that?" I can,t believe they where able to do that in a movie.

    This movie fell very short from it goal to change the way people see films or storytelling with CGI.

    This movie reminded me most of The Last Samurai, and Pocahontas.

    It is a good movie not great one, Okay storyline, average dialogue, and top notch CGI.

    I don't now if it is the best CGI I ever saw in a film but it look great.

    It is not a movie I would see over and over again.

    Once was good for me.

  • It's an incomplete feature.

    In 99.7 you can now do collision mask in the picture editor.

    It works great, but the right clicking feature is still incomplete.

  • [quote:66dtw50g]part of the 's' plugin (which is indefinitely delayed)

    Nooooooooo!

    I don't believe what I read.

    I I see it as this [quote:66dtw50g]part of the 's' plugin (which is definitely not delayed)

    and nobody can tell me different.

  • this should be in Construct Discussion not Your Creations.

  • change it to this.

    <img src="http://i25.photobucket.com/albums/c87/TheLastTora/change-1.jpg">

  • Now it asking for a other .fx.

    How many costum .fx are you using in your cap.

  • Very cool. About the stacking boxes why not just switch the 'hero' sprite to next layer and make the layer below without overlap layout? Don't know really but I would try it.

    that could work if you use the layers as a Z axis. but I am unsure how well this may work.

    anyway Deadeye. I added some collision to your cap.

    check it out Iso2

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toralord

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