GeometriX's Recent Forum Activity

  • I think wikis are a great way to run a devblog, especially if you plan on getting your playerbase involved throughout development (Desktop Dungeons springs to mind here). I'd say as a development community tool for Construct in particular, it'd not be terribly useful.

    We already have the manual for official information and the tutorials for community-generated content, as well as the huge forums. People seem to have enough difficulty finding the info they're looking for (or not looking for, as is more often the case). Giving them a forth location to find info about C2 seems like it'll create more noise than it's worth.

    Also, having the wiki at a neutral location like wikia would make far more sense for a community initiative.

  • These platforms use the Sine behaviour, which automatically adjusts a specified property (position, opacity, angle, etc.) along a wave. The most common use for this is adjusting the position, which will make the platform bob up and down or sideways (depending on what you choose). That platform is then also assigned the solid behaviour to make it an object that the player can walk on.

    You can see these in action in the platformer template. I'd suggest that you open up the template and play around with all the sine behaviour properties. You can do a hell of a lot with this behaviour.

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  • You're using two plugins there that I don't have - Timeline and Cooldown.

  • You had the idea down correctly, but you need to add in a condition System | For each ship in event two. Otherwise it will just pick the first instance.

    C2 will pick every instance of the object when that object is specified in an event, but because the ship is the target of an action (not the initiator, if that makes sense - I'm not sure what the technical term is), then only a single instance is picked. By adding For each to the conditions, you're telling C2 to perform the whole event a single time for every instance of the ship.

    I hope that makes sense. It's slightly confusing thing at first but once you understand how it works, it'll make the very powerful picking system putty in your hands.

  • When you create/spawn objects at runtime, this, there needs to be a single instance of that object already somewhere in your project. It can be on an inactive layout (this is actually recommended - a "parking lot" of sorts), but it's got to be somewhere.

  • Adjust HSL won't work with a grayscale image - it requires some colour data to work with. But, yes, you've got the idea down.

  • Just keep trying and post your capx if you get stuck.

    This is a help forum, not a job posting. Don't expect people to simply give you their hard work for your benefit.

  • There's an excellent tutorial that covers how to do this.

  • To make your life easier, I'd suggest that you create a global variable to manage the real-time issue while you're still working on the game. This is very important to ensure you don't waste any time while developing but still use the exact same system that the player will ulimately use.

    Assume this variable is called called HarvestMultiplier. So, set your plants to be whatever harvest length you want, and then create a single event Plants(family) On creation > Set HarvestLength to Plants.HarvestLength*HarvestMultiplier. If your multiplier is set to 1, it'll be real-time. If it's set to 0.1, it'll be ten times faster than real-time. 0.01: 100 times faster, and so on.

    If you want, you can also come back to this later to adjust overall game speed from a single variable without having to manually change every plant, which will probably be a huge chore later down the line.

  • You should provide a capx so we can see what you've done. The behaviour works fine, so this is probably just a matter of you using it incorrectly.

  • The events in my example are checking to see how long the plants have been in the ground. So you can set that to be any length of time you want - even a whole day. Just adjust the harvest time to whatever it is you need and it'll work, whether you want to set it to a minute or a day or a year. Bear in mind that Unix Time is measured in milliseconds.

  • If I plant something today and save the day/date in a variable and then play tomorrow, doesn't it load the date if tomorrow?

    I thought the idea here was to create a real-time game, right? So if the player plants all his stuff today, and comes back tomorrow, it's ready for harvesting?

    If that's not the case, and you want to create a "local" real-time experience as opposed to a persistent one, then just use the timer behaviour.

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GeometriX

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