Dima111's Recent Forum Activity

  • Hi everybody,

    I've met the probleme that is beyond my understanding

    When I created a pair - a friendly vis an enemy - everything was simple.

    When I put in the layout another pair - here it comes.

    My friendly has a gun. And the same gun has another friendy. But the enemy may be destroyed from the certain distance. If one friendly is close to the enemy and another is beyond of the effective range - only one hit must destroy the enemy and the second must not though bouth shots are done from 2 absolutely similar guns.

    As far as I quesse it can be solved by creating something (I do not know whether it exists in Construct) like a hits history with 2 columns: 1 - the hit and 2 - the distance. In that case I could choose the hit corresponding to 2 simultaneous conditions.

    Is there in Construct something that can solve the probleme? I was said that the array can be used for suh purpose. May be somebody will give an example?

  • Thanks everybody

    Arima, I do not use OR. My strategy is very simple. I have managed to fix the bug

    There is a file with the trubleshot

    files.mail.ru/ON5HGA

    I have renamed several times consequently the main heroes in the file and by this I suppose I have broken it. My heroes are quite alike each other and in purpose not to write any event and condition - I started to rename objects in pairs Friendly-Enemy. Cnstruct very carefully does it. But several consequent such renamings broke the file.

  • Hi, Konjak,

    Thanks for helping.

    I tried to fix the bug. What I got - the bug starts when I have 2 Friendly vis 2 Enemy heroes.

    Everyone of them has about 30 guns that are destroyed by 2 enemy ships by both at once and vis versa. The procedure of object elimination is rather sofisticated - the let say 2 Friend ship guns hit the Enemy Body and every hit is added to an Enemy body "Ship" Private Variable - "Hit". And the Enemy guns are destroyed at Random if the PV "Hit" is greater than 0, every gun destroyed subtruct 1 from the PV "Hit".

    I have ideas how to simlify that procedure. In fact it is the only thing that join 2 vis 2 main heroes.

  • I tried to debug

    It writes

    "A crash inside the runtime has been intercepted. The crash may be a bug in Construct. Please report it to Scirra"

    I tried to remove the objects - did not helped at all.

    My objects are composite. Out of 10-60 subobjects. And some of them are the exact copies of each other. To save the time I made pairs a Friend vis an Enemy. And after that - just renamed composite objects to make anothes main hero. There was a bug after such renaming - I was not able to copy its events in the main layout - but for the parts. I did it now nothin works(((((

  • I make a strategy. Just in the very very very beginning.

    The layout failed to give the game preview and to export exe. Proposes to address to the developper.

    Only 200 objects somehow linked are in the layout and the .cap weight - 4 mBt.

    Is it a really limit?

  • Here is one more question

    I have let's say 4 sprites. I want them to keep the distance that is defined originally from each other and to follow srictly the way of the leader. Is it possible to model in construct?

    files.mail.ru/WMUPM1

    In that my take inspite of the same speed they cut angles when the leader is turning and are grouping.

  • Here it is

    files.mail.ru/V2PVA7

    Only 1 has RTS behahaviour. Others are linked over.

    It seems that I have found the troubleshot - this is in formulas - I used 3 levels sqrt functions 1 of the gun rate, 1 of the hit probability, 1 of the aim choice possibility. The third in the second and the both in the first. And all for each gun. I need to make something more simple.

    In that cap they are removed - and everythig works perfectly.

  • Oops,

    Construct 2 Classic,

    I would like to ask the moderator to move the topic to the appropriate forum...

  • If we speek about WebGl - I did not know where it's control is.

    I use Construct R2 original settings. That slowing down starts with the game preview.

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

    This image - the gun arcs of fire. If the enemy MH is in within - the gun "shoots". If not - not. The gun may be destroyed by enemy gun. LOS can be pretty used instead, but it would not be such evident and effective as it is with sprites. The only problem - LOS Angle Range let say 45 degrees. I want it axis to be let say at 11 o'clock

    I tried to reduce images. To 100 px or less. Has not helped.

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  • All 50 gun spites that are linked to MH sprite have sectors. And are destroyed not all at once but one by one. I tried to make it with sprites it slowed down the system.

    Now I think that I can eliminate them. And to use LOS instead. But I need 3 conditions for the LOS in my case. For the Range - it is OK. For the Angle Range is OK. But the LOS is to start at Angle Range let say 100 and to finish at the AR 127 degrees. How to appoint that third parametr?

    And if I use for the MH 50 LOSs - wouldn't the System be slowed down as it is with sprites?

  • Not a bit. Though I am Russian.

    I wish you speak Russian as I English.)

    Have a glance at the picture. I have got a problem to post it. May be it would be a bit clear.

    fotki.yandex.ru/users/a9a8a7

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Dima111

Member since 26 Feb, 2012

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