vee41's Recent Forum Activity

  • Here is an old example that also does forest generation. Play around with the variables for some funky results :)

    Forest generation

  • Few ways you could approach that:

    1) Think I did breadth first search in similar situation one time. It replaces the standard pathfinding (which did not exist when I did this). The general idea would be:

    • Create an array where each square has a value
    • Give the start square value zero, and call a function that checks if squares next to it can be moved. The function gives those squares value one in the array, and calls itself for surrounding squares. Those squares are given value two, and they call surrounding squares etc.
    • When the function hits the square we want to travel into, it stops executing.
    • Now, we check the 'route' in the array we have built this way. From the square we want to travel to, we trace our steps back to the square one using the route of descending numbers. This is the shortest route.
    • We generate the go to markers to each of those squares.

    2) Stop the movement at center of each square for a second whenever arriving in new square. This is probably the easier way. :)

    3) You could make the moving object pause always after certain distance traveled. This distance would coincidentally be the same as distance between two squares.

  • One time purchase, scirra takes nothing but what you pay for the licenses.

  • Created a tutorial based on this .capx, explaining things a bit more. Check it out! :)

  • The problem is that the background (the grey tiles) have solid behavior.

  • Congratulations! :)

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  • 14.8.2013

    Yesterday and today I've done some visual upgrades; created new tileset for building walls which is quite decent. Also added proper transitions between days and few effects on various actions that characters take. There is now quite solid base in place, so next I'll start expanding on the content side. Items, crafting recipes, general player advancement things and stuff like that should take form in next few days.

    Player advances through game in few ways:

    • Unlocking new recipes for items, that can then be created and sold.
    • Player can also upgrade the smithy building itself, opening new production possibilities, speeding up production process, luring in more customers and overall giving positive effects
    • Hiring new employees. Might even build skill system where employees develop their skills.

    I might add some sort of story element/end to the game at some point. Right now I want to go for more freeflowing game.

  • Here is one way to do it:

    Boardgame movement

    I used pathfinding and moveTo plugin (you'll need to get it to check this out).

    Edit: Fixed the example a bit

  • yeah same this as what vee41 said....but different words :)

    mystazsea A lot better said, I typed that on mobile and came back to edit it for my text to be actually comprehensible, but you kind of did it already :)

  • Give the startpoint instance variables from 1 to X, and global/player variable startpoint. Now on collision with endpoint, have condition 'startpoint compare variable = player.variable' increase the player variable by one and do 'set position to startpoint x,y'

  • You could have name of the layout player should go to at global variable / something else and as roads change layout event use 'Go to layout <your variable here>'.

  • k... but how to make the program switch by himself to another eventsheet?

    if i put event onto sheet2, and i want sheet1 to go and get it, how do i do it?

    Right click on event sheet one and choose 'Include event sheet'. Event sheet1 acts now as if they were a single event sheet.

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vee41

Member since 12 Apr, 2012

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