toralord's Recent Forum Activity

  • ok, sorry, i misunderstood what you meant. no, there isn't any action to find and delete the smallest value, but you can do something like

    for each number

    if the current number is smaller than the first number, swap them, at the end of the loop delete the value at 0

    That works perfectly.

    Even though that kind of action would be great, I can live with doing it this way.

    Thank for the help.

  • >

    >

    > It dose not work.

    >

    > I need for example:

    >

    > array {"1"}

    >

    its not working because you put quotation marks around the number

    use the curly braces, like youb did, but not {"1"}

    it should just be {1,3}, and only if your specifying a range, if its just one index you want to erase at a time, no curly braces, no "", just the number

    It dose not work.

    It just delete the numerical index now,

    I need it to delete the index with the smallest value.

    Delete only recognize index numbers not their value.

    So the only way to delete the minimum or maximum value is to know them ahead of time.

    I made a cap to show what I mean.

    http://download450.mediafire.com/ndnd3c2mdntg/znmzmmgzecy/s3.cap

  • Real making a turn-based strategy game in construct is very advance in terms of knowledge of the program.

    There's a good chance that you are going to have to build the the engine for the game from scratch.

    You are going to need to now pathfinding algorithm like A*(pronounced "A star"), Dijkstra, Heuristic, and apply them the accordingly to movement range,and cost of terrain on the map.

    This is hard just from the player aspect of the game play.

    Now for the enemy NPCs It gets a lot harder.

    Enemy NPCs pathfinding condition are always changing based on players movements.

    when player gets to a certain spot the NPCs move to closet player character.

    As it get closer it and more character are made available to the NPCs pathfinding condition may changes again to compensate for that.

    Not to mention the the stats, items and other thing that make these games great.

    Well as for turn-based strategy game, demo, or tutorial there are none at the moment.

    Construct

    I hope to change that with my TBS I got in the works.

    Anyway like Lucid said.

    learn the basics. try your turnbased ideas a little, and then ask more specific questions if you run into trouble

  • > Is there and way to delete a container minimum and maximum value not just the value at the end of the container.

    >

    yes, "end" is the last element in the array, you can also use any ,0 being the firfst in the array. and i havent tested it much yet, but you can also specify a range of values as (min, max), such as (1,"end"), or (2,3), howver you must use the curly brackets, but my phone doesnt let me type those

    It dose not work.

    It just delete the first numerical index now,

    I need it to delete the index with the smallest value.

    I need for example:

    array {"1"}

    Index = Value

    Index 0= 282

    index 1= 438

    index 2= 10

    index 3= 169

    index 4= 1000

    Index 0 through 4 has there value.

    The index with the smallest value is deleted.

    That would be index 2.

    Then the next and the next,etc.

  • Is there and way to delete a container minimum and maximum value not just the value at the end of the container.

  • > Can anyone solve this ? I'm pretty sure there is a way. Maybe with a loop or something.

    >

    I have a solution. But I'm afraid it's very complicated compared to just activate grid movement behavior. On the other hand, my solution doesn't make use of that behavior at all, so you're much more flexible in changing every little bit of it. But be warned, I make use of functions, alias calling, loops and such. I'm nearly sure, there might be an easier way. But hey, it works

    http://www.mediafire.com/file/znonwyxim3y/Grid%20Movement%20Alternative.cap

    Hope it helps! (I know it's not well documented)

    Wow Tulamide there is some advance stuff you got right there. It took me all day to understand most of your work. good work. this helped me out a lot with the array and function objects, so thank you.

  • I would love to see the cap to this.

  • toralord - USA

  • this is simple to do. I made a cap to show you.

    http://download319.mediafire.com/3zint3 ... bjects.cap

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

    becuase "grid path finding behavior" is to long.

    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.

    what Davioware said.

    Usually if you are suggesting a plugin or behavior, it helps to give a comprehensive description and possibly an example list of the actions, conditions and expressions it might feature. It's impossible to tell what you really mean and precisely what you want it to do if you just give a one line or few lines saying that you want something. When a developer (if they have time) comes to develop it, they'll have to put a lot of thought in to how to design the plugin/behavior, precisely which actions, conditions and expressions to add, and so on. If you don't specify what you're after, someone may make one and it could be completely different to what you really wanted because you didn't say!

    TBS Behavior

    TBSConditions

    Movement

    1 Is moving

    2 on arrived at target

    3 on arrived at waypiont

    4 on failed to find path

    TBS Actions

    Command

    1 add waypiont at object

    2 add waypiont at position

    3 move to object

    4 move to position

    5 stop

    Movement

    1 set acceleration

    2 set angle of motion

    3 set deceleration

    4 set max speed

    5 set object type to avoid

    6 set speed

    Settings

    1 add pathfinding obstacle

    2 regenerate obstacles map

    3 set activated

    TBS Expressions

    Movement

    1 get X component of motion

    2 get Y component of motion

    3 get acceleration rate

    4 get angle of motion

    5 get deceleration rate

    6 get destination X

    7 get destination Y

    8 get max speed

    9 get speed

    Ashley I hope this help.

  • I must say that you 3D tanks look wonderful. I to a look at you demo.

    I would like to see the tanks a lot bigger to show off more of the details.

  • Toralord: Which control keys are too far away? If you mean the roll, I can hit that with my pinky while moving around and shooting etc. Maybe Im just used to FPS games. I'm hoping to use Lucid's custom controls plugin so users can define their own keys anyway, but if i can make the default keys any better, I'm open to suggestions.

    well for me the keys a to far away. I never played a FPS game on PC so I don't know the keys.

    I play emulators, online flash games, and other pc games.

    anyway the keys.

    d: move right

    a: move left

    space: jump

    ctrl: roll

    I would like to see.

    d: move right

    a: move left

    space Or w: jump

    s: roll

    The pinky gets on love at all.

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toralord

Member since 28 Apr, 2009

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