Oko's Recent Forum Activity

  • Since I am working on an RPG that will exceed 100 frames, I simply created a method of multiple EXE's for easier development (less lag while working on the game) so let's say, every 10 frames there's a special "portal"...

    First, copy the first exe you have(excluding the start menu and stuff like that, so like, gameplay only), call it whatever you like

    Then make a global variable, let's call it "areaname", and set the value of it to what you named the second EXE.

    If Player overlaps portal:

    Array: Set value at X 1 : portal.value('whichapp')

    File object: execute file: AppPath+portal.value('whichapp')

    System: close application

    Now, just to make sure the player simply hasn't double clicked on the next area...

    Start of frame:

    Array: load from file

    Array compare value at X 1: is NOT equal to global('areaname')

    System : close

    And if the player just clicked on "continue game":

    File object: execute file: AppPath+portal.value('whichapp')

    System: close application

    Well... It works for me.

    Lemme know if there's anything that doesn't make sense .

    Edit : just remember this is extremely simplified, you will also have to save/load things like player values, which frame he is on, and things like that.

  • [quote:39pdyg49]kodu and construct actually have a bit of history.

    many moons ago there was a great battle with an evil kodu ambassador.

    in the end it turned out he was just misunderstood.

    but I will place this link here in memory of those who lost their sanity during those trying times, lest we forget:

    I'm sure that topic will be "remembered forever" LOL.

  • There's no need, I've done what the wiki recommends (switching to unlimited framerate for testing) and I think I've fixed everything.

    Using "always" conditions wasn't my main problem, it was conditions on their own which had nothing to do with time, I.E.

    Condition: if enemy value is equal to bla bla bla

    Is the same as using :

    Condition: always

    But it's all fixed now, thanks for the help .

  • Yep, I have plenty of time-based events that have just 1 condition such as : "If object value is equal to X"... and that seems to be as bad as "always"

    Oh well, I got some work to do .

  • Oops!

    I.. err... the...

    Haha, I'm so stupid

    1 question : are simple events like: "if object value is equal to X" as bad as always?

    I certainly hope not, as I would have to sift through the 170 events of my no-where-near-finished game engine!

  • "How could do this?"

    Tee-hee!

    Anywho, I wouldn't touch the "every X milliseconds" condition with a ten foot long clown pole.

    Give the object an alterable value, call it "shoot" (what else?) then...

    Always:

    Object: Add random(3)+(2) to object.value('shoot')

    Object.value('shoot') is equal to or greater than 100:

    System: create object- bullet at object.x and object.y.

    Object : set value "shoot" to 0

    Modify the numbers here depending on how often you wish that object to shoot.

    And this is all assuming you want an object to shoot something and that you know what to do from here (bullet movement or behavior).

  • Thanks .

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  • Okay, as I do not want the enemy object itself to rotate but want it to have limited view relative to angle, I created an enemy "eye" object, placed it in the enemy's container and have it always set it's position to the enemy.

    It works fine ,I can see that the enemy "eye" object is spread out correctly on the multiple instances of enemies.

    The event :

    For each "eye" object

    if Eye object has LOS to player

    THEN

    Enemy : Set value ('seesplayer') to 1

    What I'm wondering, is if there should be another "for each object" condition for "enemy" or if "for each eye object" automatically selects the enemy object of which it is contained.

  • I've never player F.E.A.R. but why not have the text sort of... flickery?

    Simply overlap two of the same text-boxes (give 'em glow or whatever) set their transparency to like 80 each, then make one of them move on an angle then back super fast, but have that event only occur every like... 2 seconds.

  • That was exactly what I wanted, thankyouz!

  • Within my enemy AI group I want to have an event that tests if the enemy's health is below a certain level, then it makes them flee.

    But that's just the problem, see, I could simply test the player's x and y coordinates relative to the enemy and then have the enemy move in the proper direction but that's 4-6 different events, I was hoping there is a more efficient way of doing such a thing, with perhaps only ONE event.

    So the idea is, with an RTS movement event "move to position", what, my good sir might I enter in the X and Y coordinates boxes to make the enemy move AWAY from the player?

  • You're not going to learn anything if you don't learn HOW to learn .

    It sounds as if you think you can make a game from only using behaviours.

    Since you're a beginner, I strongly suggest you create a bunch of 1-level projects and fiddle around in construct, testing events and figuring out what does what when and where, Instead of just throwing up your hands and saying : "how do I do this?".

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Oko

Member since 14 Dec, 2009

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