spacewarguy's Recent Forum Activity

  • Maybe something like this?

    dl.dropbox.com/u/48504160/fallingleaves.cap

    EDIT: Dammit, forgot to check which section this post was in. Never mind, that cap above was in CC. I'll see if I can get something working in C2, if you want.

  • Hi... again. This question is in relation to the one I asked just before, beleive it or not... <img src="smileys/smiley17.gif" border="0" align="middle" />

    Anyway, I've got a system going where the player can build a "starship" out of square blocks, which are aligned on a grid. There are solid wall blocks, and ground blocks. I'm trying to make it so the player needs to build walls to build a room in the starship, and also need to place ground blocks in the empty space so the room is enclosed.

    What method should I use to "detect" whether the room is "complete", ex there is wall blocks enclosing the entire room and there is ground blocks taking up the whole floor (no holes). Or better yet, is there a way to detect if a whole room is created, and then fill it in with ground?

    As I said, the placing thing is all working. Just not the detection.

    Or is this too complex a thing to do?

  • I see, thanks for explaining! It turns out another problem, and I'm seriously embarrased for not noticing this earlier, was that the player soldiers PV for health was set at 3, while the enemy soldiers were set to 6. Change that, and the battles are more equal. Thanks for all the help tulamide!

  • Thanks tulamide!

    I've fixed it so it changes the angle of the correct object, thanks for pointing that one out. However, what do you mean by targets being constantly added? How can I fix this target problem?

  • Hiya everybody,

    This problem is really starting to bug me. I seem to run into it whenever I build a game that involves multiple objects and then tries to handle their destruction from a certain condition, and something always seems to stuff up.

    Here is a simple side on strategy game project, very bare bones. In it, there are two main objects, player soldiers and enemy soldiers. One type marches across from the left, the other the right. The have a bunch of events that handle shooting, walking, aiming and death. Here's the problem.

    These two groups of events, each group handling a different object, should be identical. In fact, I'm almost certain that they are completely identical. However, the "Player Soldiers" do not seem to handle death correctly. As in, technically only the first soldier in the group should be killed, because that's all the bullet could hit. However, every friendly soldier object gets mowed down, not finishing their death animation etc. And yet the other enemy soldiers objects do. Why don't they work the same, even though they are identical?

    Would somebody mind helping go through this CAP? You can download it here if you want to help out:

    dl.dropbox.com/u/48504160/tinywar.cap

    Anyhelp would be seriously, seriously appreciated!

  • >

    > I've been putting a quick game together over the last two days for a break on my main project. It's a mix between an open world space game and an arcade shoot 'em up, with a very... very... heavy focus on customization. It has 35 different ships, with 423,234 different- oh wait, screenshot thread, right. I'll shut up now.

    >

    This kind of sounds like the old Escape Velocity games made by Ambrosia for the Mac. I lost hours of my life on those games... and spent just as much time modding them. I look forward to your game if it comes to fruition.

    Thanks for your interest! I can't say I've played the EV series, but if I remember correctly, wasn't that top down or isometric or something? Unfourtantly, the one I'm putting together is a twist on the open world genre by having flight between planets from a "side on" veiw. So I'm not sure if it's really like EV... <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Looks good. I'm intriqued to know how you created a racing AI. I have pondered so many times on creating unique AI, but I never fully succeed.

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  • Wow Instant, that looks very professional. And of course, useful as well! <img src="smileys/smiley17.gif" border="0" align="middle" />

    I've been putting a quick game together over the last two days for a break on my main project. It's a mix between an open world space game and an arcade shoot 'em up, with a very... very... heavy focus on customization. It has 35 different ships, with 423,234 different- oh wait, screenshot thread, right. I'll shut up now.

    <img src="http://i39.tinypic.com/fy21zp.png" border="0" />

    <img src="http://i43.tinypic.com/27x05dd.png" border="0" />

  • You could inlcude the Redistributable DirectX9 installer with the game. I know that would likely be a nuisance though because of its size.

  • Thanks Vladoss! I will admit that your example was little tricky to follow, but I did learn a lot from it and I'm putting what I've learned to use in building my own!

  • I hate to ask such a big question, but I have been working on building a Minecraft-like inventory into Apocalyptic for ages now, and I don't know where else to turn.

    Apocalyptic is a bit like Minecraft, but without the cube approach. That, and it's a top down game. It's been going swimmingly, except now I've got to the inventory stage. And. I. Am. Stumped. <img src="smileys/smiley5.gif" border="0" align="middle" />

    The inventory I am trying to build works similar to Minecraft in that you can press a control to open up the inventory, on another layer. The inventory looks similar, in that it is a grid style system. It does not on the other hand, have the "equip bar" thing below, it is just a grid inventory, and you can equip items by dragging them into an equip slot.

    What I was hoping somebody could help me with, or at least get me down the right track, is exactly... how... to do such a thing. I have experimented with arrays, events and private variables, but I can't do this myself. Just some of the issues I keep having is: picking up objects, and placing them in the right part of the grid, as well as handling having more than one item.

    Could somebody help me with this? I understand if that's too demanding, maybe just some info on which way to go with this?

    Thanks so much for any help you could provide!

  • Sorry I didn't reply sooner, I've been having computer issues. Again.

    Thanks for the replies, both solutions work well! I've been creating a set of AIs that control space based fighter craft and capital ships, because the RTS behavior gets old after awhile... <img src="smileys/smiley17.gif" border="0" align="middle" />

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spacewarguy

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