AnD4D's Recent Forum Activity

  • EncryptedCow

    But not isometric games... <img src="smileys/smiley18.gif" border="0" align="middle" />

    Not easily at least.

    Alright, not a problem, I'll come back to this game in the future. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Ahh, brilliant! Thanks EncryptedCow! Any idea on the potential of this plugin? Can it be used for platformers? Isometric games?

  • Anybody else having trouble with failed paths not switching to a new one? I'd like to know if this is a glitch, or something wrong with my events.

  • Try renaming the backup1 file to remove the ".backup1"

    Let me know if that works out for you!

  • <img src="smileys/smiley19.gif" border="0" align="middle">

    Not sure what the problem is. I have a system where each unit (arrow) has a dictionary file that stores the information of where the item will be going next. I probably should use an array for this kind of information, but arrays still confuse me slightly.

    In any case, the dictionary is in a container with the unit, and when the unit reaches its destination, the dictionary will find a new location. The unit will then turn and find its way to the new location. I also have an event that states that if there is no path to be found, the dictionary will pick a different location. The logic seemed to work, and so I made many more objects to see how many it could cope.

    I noticed now, though that some of the units just decide to stop. I added a sprite to appear at their destination to see if they got stuck in the obstacle, but that doesn't look like that's that problem.

    Click here to see what I mean

    The path finder is so simple to use, it's brilliant... but I just want to make sure it can handle what I plan on throwing at it. I find I'm a little concerned over its potential. So far, the only uses I can imagine it for is a top-down game.

    Can it:

    Control isometric units?

    I imagine it can, but I have tried it with my 4 directional sprite man, and he looks a little silly walking diagonally. Can I restrict the path finder so that it will only locate paths using 4 directions, 8 directions, etc?

    Control platform NPCs

    I saw a pathfinder once that could allow a character to navigate the faster route to a point by using ladders and even transporters.

    Again, is this only really practical for top down movement? I don't mean to put it down in any way. It's brilliant and simple to use. I just want to know if I can use it for my game.

  • My dream game is an RTS. Imagine Age of Empires, but each character is a person with their own personality and wants. They get hungry, happy, sad, have a family, then go off to war or on diplomatic missions. You can build cities on top of the land, or underground, and where you decide to live changes your characters. Underground they mine tunnels and get physically stronger, and better night vision, etc. On top of land they get better farm land, and perform better in the day.

    It also has RPG elements where you can design armour, shields, swords, etc, and your characters can get really good at both combat and other professions (blacksmith, baker, candlestick maker). Combat would be more realistic in the sense that they can block attacks, rather than whittle down a health bar. The more training, the better the fighter. I imagine the possibility of a single fighter with loads of training and experience going up against an army and winning.

    When you kill an enemy, you can loot their body, take their weapons and armour, and then depending on your skill you can backwards engineer the design and make it your own.

    Of course, you don't have to do an all out war. You can sneak into an enemy location, blend in with the crowd, and have your assassin take down people with stealth.

    *sigh...* One day... one day...

  • Have a condition such as a boolean called touched. So you can say if not sleeping, set touched to true. Then you can have 2 conditions that say if touched is true and object is sleeping, game over. That make sense? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Thanks Nimtrix,

    Still following a mouse though rather than keyboard, and that Diablo example is showing 16 animations and 22 lines of code with quite a bit of math that goes over my head to produce 8 directions of movement and 2 types of animations.

    It's impressive stuff, but I imagine it'll become very tricky when I come to do this with 32 directions and a dozen different animations for each one.

    I guess there's no straight forward way to hit my goal on this one then. It's a brilliant feature in the other program, and I hope something similar can be introduced into Construct 2.

    <img src="https://dl.dropbox.com/u/50465867/Construct/ArrowEditor.jpg" border="0" />

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  • Thanks Nimtrix!

    Yeah, something like that (very clever by the way)! I'll need to study it a little more, but do you know of a way to have the arrow look in a direction based on movement, rather than looking at an external source? I tried adding the car behaviour to this one, and it just started rotating the sprite. Turned that off, and it didn't rotate anything at all.

    I intend to tie this in to movement with path finders, arrow based control, etc. In the example I included, the 'behaviour' movement was using the car movement. I hope to eventually have around 50+ characters moving around a layout all using this kind of 'look'.

  • Ahh, can you save the project you are working on as a single file, and then upload it to a public folder somewhere? DropBox is great. We can then see the program you are working on, and where the error is, fix it and tell you how we did it or how you should do it.

  • Capx please?

  • <img src="smileys/smiley2.gif" border="0" align="middle">

    The break animation was doing its thing, but below the grass. I added a new event that sets it to move to top of layer. It might be a good idea to set up a separate layer for breaks that is always above it.

    Here ya go

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AnD4D

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