Dima111's Recent Forum Activity

  • Now my "gun work" algorythm is (the ship name is AAAA)

    When AAAAGunSprite1 overlaps Enemy

    When Enemy: Do not Pick closest to AAAA X,Y ---> Enemy private variable "AAAA" set to 0 (means that the Enemy ship is not under the AAAA fire)

    >> Nothing happens

    When Enemy: Pick closest to AAAA X,Y => Enemy private variable "AAAA" set to 1 (means that the Enemy ship is under the AAAA fire)

    >> Every 10 (let suppose AAAAGunSprite1 gun rate) => AAAA "Ammunition" private variable subtract 1 (AAAAGunSprite1 shoots)

    >>>> Random (1 to 100) (let suppose - AAAAGunSprite1 shooting accuracy)    /and/    if the Enemy private variable "AAAA" = 1 (the Enemy is under AAAA fire)    /and/   if AAAAGunSprite1 overlaps Enemy (the Enemy is in the AAAAGunSprite1 range)   /and/   if Enemy is detected(discovered) (overlaps another Sprite - DetectionSprite)    /and/     the Enemy is closest to AAAA     =>   the Enemy recieves 1 hit.

    What will it be in that case for created instances?

  • OK! Got you!

    And in that case - the special feature, let's say - the name of the ship and the number of the ship gun - I can write in the private variable (after the "Create")?

    Which event is responsible for the GunSprite creation - the ShipSprite appears on the Screen?

    In that case what if it is (I mean - the GunSprite) completely destroyed? Everytime the ShipSprite appears on the screen - the GunSprite will ressurect...   

    Or Always - in that case (as far as I can guess) all my 10000 sprites that are not destroyed will be computed?

  • As far as I found in the Forum - instances are the pasted (not cloned) copies of one object? And the only difference between them is in properties by animation frames number?

    Konjak - you are quite right - the gun sprites are not animated.

  • Konjak,

    That's great - you grant the hope) You are quite right - I am absolutely far of using the same sprite through events.

    Where could I find the info how to use "instances"? Or could you please post the respective cap? Please - teach!

    I will rush to optimize the game!

  • Dear Arima,

    Dear Silver,

    Thanks for trying to help...

    Please give me your e-mails. I suppose you are honest people - I did much as for the game - and I trust you.

    My characters are warships - they are about 60 now in the game - I have planned 400. And every ship has guns (every gun is a sprite) and some ships have up to 60 guns. Also I am to show the ship figures - ammunition, crew, speed, qn-ty of guns, etc. That gives something about 20 text fields per ship. That's why 1500 bjects. In fact I need much much more - 10000 objects...((((((((

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  • Silver, thanks for helping,

    Intel(R) Core (TM)2 Duo CPU T5750, 2GHz, 2GB OM

    All my characters are alike and are "living" under the same formulas, not too complicated. The only trouble is they too numerous(

    That is the system message - "An invalid argument was encountered" (5 times) and the Construct shuts down. That happens when I click on the included (empty) event to copy the separately made character events in within.

  • As far as I can guess now Construct can afford 1500 objects or 20 000 000 bites file.

    Dear Arima - even division of events to multipal event sheets does not help any more. The program closes when something is added....

    May be it will be better with the new computer....

  • Arima,

    I've founf it!)

  • Dear Arima,

    I followed your advise. That much much much better with the time! It works. The only I don't understand now how to INCLUDE. Found nothing in menu. Event sheets do not liable to pull and drop in the layout. Please, help more....)

    It is a Naval Warfare strategy. Let's say Pearl Harbour and so on. The scenario is based upon the real events. Characters are composite means that ships have big guns, secondary guns, airplanes, torpedo mounts (separate sprites) - every mount is allocated to the appropriate ship and has its range and sector of fire. The enemy discovery depends upon the day time and weather. The possibility of hitting the enemy ship is calculated with the exponent formula - the hit is much probable on the short ranges. I made the ships keep the squdron order - so called "keelwater order" and and to turn all at once. I also created the level maps and can zoom it in a manner of Google map. I solved the probleme with automated enemy following not the friendly but the passing ahead (there is no possibility to avoid the battle.... In fact the game is only to be composed with characters (most of the are already created) and to be filled with the scenarious (random distributing the enemy in the appropriate place at the app time).

  • Is it - add event sheet?

  • Dear Arima,

    Got you, thanks for helping...

    I am not a programmer - I started with CC and this was my first experiencee in game making. I solved everything with CC but for the impossibility to include multipal (in my case complex) objects...

    What do you mean under splitting sheets? All my heroes are described by the same procedures. And I even joined all the events of one paticular Hero to a group and if the Hero is destroyed his group is disabled. Could you post an example of splitting - I suppose it is my case.

    With lap top upgrading - I'll try as well.

    I need to place in the game 400 Heroes. I've managed to place in the game only 30.

  • Hi,

    Still I suppose I achieved the Construct limits.

    500 objects. 11 Mb file. 3547 events.

    the transition from layout to event sheet editor - 25 minutes - to edit anything is absolutely impossible. Laptop 2 gB operative memory dies...(

    Is there any text alike Python editor that I could continue the work?

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Dima111

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