Grimm's Recent Forum Activity

  • Yes, this is a great idea. A tile based level editor would speed up the design process for top down and isometric games.

    But as Clud_GL mentioned it, i don't think ist is necessary to assign values and properties to the tiles. Saving and loading as a graphic is enough i think.

  • Thank you guys!

    Thanks Noga for altering the cap. And setting the bullet angle to the mouse angle is a really good idea

    It's amazing how fast you get help here.

  • Hi,

    I have a strange problem with the collision detection. I use a simple bounding box detection. It works but not really good.

    If the bullet shot from the players gun hits the enemy it should die after 5 or 10 hits, depending on the enemy. Unfortunately it rather die immediately or it detects no collision.

    In "per pixel detection" the enemy dies after the right amount of hits, but in this collision mode it is very hard to hit something cause it is quite unaccurate.

    I'am sure i missed again something important in my event code so if someone has a minute too look at my cap and show me my mistake, i would be glad.

    Here is the cap:

    http://www.mediafire.com/?v91b4k4rgn770wt

    And the ini:

    http://www.mediafire.com/?6r6iimmx5clvv18

    You need the ini, cause i load the weopon information from this file. To pick up a weaopon just walk over one of the green or red sprite boxes. Moving with butten "w", aiming is done with the mouse and shooting with the left mouse button.

  • I think global objects are global because they stay in any layout....

  • Thanks emporer!

    Oh, i did the tutorials but i skipped the ai section of the platform tutorial

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  • i use Graphicsgale for my pixel graphics. When i import a png file from graphicsgale into construct they don't loose much quality(there is alway a bit loss).

    But i don't know if it is the programm i use or just my bad eyes

  • Hi,

    I don't know if it is a bug or if i just missed something. When i try to to spawn a object(a sprite) in multiple places at the same time, it does not work properly. I try to spawn an enemy sprite several times.

    Several issues can happen:

    1) i can't spawn a object more than one time if i use the same spawn point which is copy and pasted or cloned. If i do so, only one of this spawn points will spawn the object.

    2) if i use completely different spawn points i can spawn the object several times but only one of this sprites will act correctly. Only one of the enemy sprites will chase the player and act like it is set in the event sheets. The others will just do randomly nothing or only a part of the event script.

    3) if i assign a light source to the enemy sprite, it will be only set to the first spawned sprite, never to the others. I tried containers, but if use containers construct crashes when i start the application.

    My Cap:

    http://www.mediafire.com/?ba7336kz4ekogl5

    Is this a bug? I think crashing to the desktop is no good sign^^ Or are my events messed up?

  • Thanks Phobos! This solution works without problems. I think i will use it instead of LOS.

    Anyway, if LOS would work right it would be a very handy behaviour.

  • Hi.

    Currently i have problems setting up a very simple ai. I have a enemy sprite with RTS and LOS behaviour. The enemy should chase the player sprite and when the player is in the line of sight(in the current cap it is 300) the enemy sprite should stop, play the shooting animation and spawn a bullet in direction of the player.

    But something is wrong. The enemy chases the player but don't start shooting at the player. The enemy sprite start shooting when it arrives at the player, but this is much to late.

    I think the problems must be with the private variables. So here is my cap file:

    http://www.mediafire.com/file/90c6pb596 ... owTest.cap

    The events for the enemy are in the enemy group in the event sheet. Maybe someone can be so nice to tell me what i'am doing wrong.

    ((edit: link repaired))

  • That's a really funny gameplay. Good Job!

  • Thanks for the help!

    scidave:

    the links gave me a lot of ideas for the system. I wonder why i wasn't able to find this posts...

    And a txt file is completely fine for me. I think if a player wants to spoil the fun through cheating than he should do this

    I'am sure arrays are very intuitve for people with coding experience. But i have none, so arrays are the same black magic for me like python and c++

    thomasmahler:

    Right now i'am using such a simple system. It works fine, even with mouse interaction and displaying item information on mouseover. But at the moment the event code is unnecessary complex and i have to write events for every single item. In this early stage of the game there are not many of them so now this is no problem, but i guess as the project will grow this system will become more and more complicated and time consuming.

  • Hi,

    Currently i'am trying to build a simple and clean inventar system for my game project. The system in Mickey's Adventure tutorial is nice but a bit to complex for my needs. I don't want to read out items from external array data.

    I managed to build a few different systems, but i'am not satisfied with the results(to much events, unclean event sheet, to much time to include new items etc...)

    The goal is simple: on a key pressed a seperate inventar screen will be displayed. On this screen you see graphical represantations or just the name of the items you collected. If the button is pressed again, the screen disapears and you return to your actual game layout.

    Is there possibility to store this informations in simple text files to read them out from hash tables? I would prefer a solution without external tables and files, but i don't know if this is possible.

    Have you guys some ideas or suggestions for such s simple inventar system? I'am not asking for event sheets or codes, just for some creative input and ideas.(Of course any described event is welcome )

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Grimm

Member since 24 Nov, 2010

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