AbusiveChAoS's Recent Forum Activity

  • Looks dope only issue im having is the drag and drop library integration ive tried various things and followed the demo project folder removing only the www folder and xml config then pasted the rest of the items in my export before zipping it if there is a more in depth tutorial on this id appreciate it

  • turns out i was entering the app id of the actual app and it requires the google play services id ._. thanks for the halp

  • bump looking for plugin/event setup that worked for someone with cocoon to android

  • you could either do the animation frame load and then set the size of it or have the invisible sprites spawn the object directly or system-create an object at point x,y of the invisibles

  • i see thank you for the infos

  • quite possible im currently building a game on the same idea though i entirely lack art so i scaled it down to just basic sprite animation combat where you click in timing to the enemies attack to block/click in time to counterattack while the triggers run off of current sprite animation and animations frame with global vars to prevent refiring where the tells to click are a combination of advertised enemy movements and a specific colored ethereal field that appears around them

  • i would need to know more for specifics on the pathfinding sort if you need halp with that but if you mean ai difficulty level you can use what i previously said and when player selects the difficulty level you set the min max of the random to be within the fields of how intelligent aggresive or effective they are probably based on the AH stats since that would impact their chosen results the most (lower bound rolls poor higher bound rolls strong using between values instead of straight greater than and less than compares)

  • I've tried about 4 plugins and 6 methods of sign in but no matter the combo it doesn't seem to work or even attempt at a log in (the log box never shows) attempting this with cordova export and cocoon.io wrapping present build incorporates cocoongoogleplay with google play social api google play multiplayer api and google play iap api (also whitelist android installlocation and admob if it matters) events are as simple as touch object touches-sign in also tried a global var fire/time firing but it either never did a thing or fatald from infinite fires if i could get the sign in box to at least show that would be progress

  • the best way i can think is make an on start of layout event which has each object listed with enable collisions- disable

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  • expanding on ninos personality build i would add a sort of needs order/preference depending on the goals of your game (kind of like a rts ai order to build in) which if its a very open ended type of choices you could add heavy random with a global variable+floor(random(x,x)) with an event that sub events with each number you want to check condition system-between values-global var lower bound 1 upper bound 2-action result and then repeat for each number roll possibility with a new sub event

    otherwise if its specific with personality in mind you can have a 50/50 roll that uses a number random as well as takes their specific traits into account (in order to have them act closely to a strategic playout with higher randomness) if 50 or below and trading is greater than expanding conditions subbed to the roll as well as the greater than and 2 for expanding greater than as well (at that rate id have a reroll function or 1 point random bumb to trading and expanding in case they level) this would basically give them 4 choice options or even more with a build order/needs order

    id also make a check to see what each ai is lacking and requires the most as part of the build/takes into account the auction house pricings to determine its best course of current action and then after deciding what its after rolls off of the 2nd set up in a list for each need meaning id have 8 lists with 4 options per personality amounting to 320 options per turn with 10 personalities and 8 resources

  • roracle you can do all these types of scrolling in two ways

    1. give everything a bullet and a specific speed while its disabled initially make sure it all has the same speed (this can get real laggy here if you are talking world maps so option 2 is probably best) once player reaches the edge of the x,y that will always be the same locations you freeze frame enemies and player animations and turn all bullets on until they either reach a bullet distance reached or a dummy object on each side of the screen reaches the other and then resets x,y/distance youd also need to set the angle of motion for each direction

    2.put dummy bars at the edges of your area and one in the center then update their location each scroll which will happen when colliding with unit say northscrollbar collides with link center object-scroll Y-33 north bar scroll Y-33 (and the other 3) wait .2 seconds repeat until you reach the size of your canvas making sure you have scroll to on the center and do the final scroll to be exact to canvas

    should be 1/4th the work for sotn/megaman

  • apparently the only way to get google play games social api and appodeal to compile together is to fork one of the two files com.google.android.gms libraries to the same version as they both run a different version of it (it was said forking appodeal makes the game turn black except for the banner)

    so to fix this issue i was wondering how i go about forking these files (how to open the plugins and modify them)

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AbusiveChAoS

Member since 23 Nov, 2016

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