99Instances2Go's Recent Forum Activity

  • I suppose that is a question that you have to ask where the plugin is ?

  • Thanks !, the example of the bridge is good but when you press 1 for breaking the bridge in half, the behavior is strange when it hits the wall is very rigid.

    I guess you could get with the physical library but I meant to do without the library.

    The game is Castlevania of super nes.

    Do you plan to break it up?

    If you dont want to use the Physics Behavior (a behavior like any other behavior to simplify movements) then you can still just program the movements. One by one, event by event.

    I was about to make you an example, but without using behaviours, i am not really interrested.

  • Is it possible to save the data of the inventory with that type of programming? If so how do I go about doing it?

    Yes it possibled. But the easy way will be looping trough the inventory objects and translate theire state to an array. Then store that array. And (looking at where you start from) that is what you wanted to avoid.

  • Thank you very much for sharing the source of this.

  • Example with solid pathfinders avoiding eachother.

    https://drive.google.com/open?id=0B1SSu ... DQ3MXNMUFE

  • djohoe28 Is this the logic that you was looking for ?

    https://drive.google.com/open?id=0B1SSu ... DQ3MXNMUFE

    There are 3 major things you have to deal with.

    1/ there is only one obstaclemap for all

    2/ find a path & calculate obstacle maps take time

    3/ the calculated obstacle map is available in the NEX tick

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  • To use an 'image'.

    Construct's flow looks like a long train with lots of coupled train compartiments lined up.

    Game maker's flow looks like a long road with lots of individual cars lined up.

    For either, the other looks silly.

    Yet, both reach destination, but the time to arrive depends on the traffic load.

    Can you compare them ? Depends on how silly you find the other and on the game type.

  • Things i dont understand (cant run it, cant look at the debugger, just a screenshot)

    Tick 1.

    Right after creation there is a 'find path to PlayerCore' (ofcourse i have no idea what that is, i suppose the player's buildings are clusterd arround the core or something like that). Towers are the targets to find for the turrents. I have no idea if the LOS has obstacles attached.

    Then, (event 16) When enemy has not target, and its not moving on a path, pick the nearest tower to that enemy, and find a path to it. At this moment it is for sure not moving yet. It gets moving in the next event. I have ofcours no idea to know if it has a target. I think not. So right now, that condition is always true. It will never move on a path to the playercore. And now it is allready looking for a new path to the nearest tower.

    Next event you move its found path, when a path is found. But pathfinding takes TIME. If a path is found right now, in the same tick, like 0.00001 seconds after event 16, where it is set to look for a path, it moves on a path to the nearest tower. But, i doubt that this path is found allready. Finding a path takes TIME. How much depends on the complexety of the scene. I would not count on it having a path allready.

    Event 18. When it has a target and it is seeing the tower, stop moving. Can be ignored in this tick. Because i dont think the path is found allready. I also doubt that it has a target, it did't move yet.

    Next tick. Tick 2.

    It is not moving, it has no target (i cant see this, but i think so), so event 16 will let it again find a path to the nearest tower. Its is again calculating a new path. And that will probaly (i dont know how complex your scene is) again not be calculated and be ready for the next event. Where it is supposed to start moving.

    Not moving, so probaly no target.

    Next tick. Tick 3

    All over again.

    Some of this is wild guessing, i have to, it is only a screenshot. It cant be debugged. I cant watch it in action.

    But i hope you understand what i try to say.

    Also.

    Event 13 is a bit tricky. I would make a top event > enemy > 'on creation'. And bring all those actions there. But that is up to you.

    I suppose you use containers.

  • Is enemyshield in a container with Enemy ?

    If not, Enemy is unreferenced (not picked) in event 425. So all Enemy get marked as picked.

    Same for PlayerSelect, if there are more of them. In 428.

    If they are in a container, it could work. Difficult to debug with a screenshot.

    I would use containers, for sure. Then (i think, from my head, so untested). Combine in one event.

    Conditions:

    Enemy = visible ?

    Pick nearest enemy to player position

    Actions

    Set enemy instance variable 'CanBePicked' to true

    To pick with the mouse

    Condtions

    EnemyShield clicked by mouse (must be in a container with the enemy)

    Enemy 'CanBePicked' is true

    Actions

    Enemy set picked

    And ....

    Condtion

    Enemy is picked

    Action

    set playerselect (if there is only one) to postion of enemy (or shield, i have no idea where you want it)

    set playerselect visible

    Else

    set playerselect invisible

  • Everything about sound in one Great Capx:

    https://www.scirra.com/arcade/music-gam ... ample-7362

    CC:

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99Instances2Go

Member since 12 Feb, 2016

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