Excal's Recent Forum Activity

  • Saying you're looking for people to join your team, but also saying you don't listen to advice, isn't really a good thing.

  • Without knowing the gameplay requirements in detail, I cannot say for certain. However, I do have some experience and I can tell you that one month alpha might be short of a timeframe. Of course, this depends on your definition of 'alpha', so it may be possible.

    I'm more concerned about the finished game in four months. I'm thinking you may need to add a few months onto that timeframe.

  • Glad to hear it!

    I'm the kind of person who doesn't like letting problems "go" so I can move on to other aspects of a project. Eventually the problems add up and a big headache will follow, so I will wait and try to decipher why some squares aren't being highlighted.

    EDIT: Here's an idea.

    Ignore walls initially, and highlight all possible squares a program can move to. Then remove the highlighting for squares that overlap a wall, and also remove highlighted squares that are not next to another highlighted square or the original program or one of its parts.

    The last part is needed to prevent a single square beyond a wall from being highlighted simply because it is in range (but is not overlapping a wall).

  • R0J0hound, if you have time, I'm curious as to how you would handle grid movement highlighting. vee41 has a working implementation that works 90% of the time, but there are some issues sometimes.

    Just looking for ideas on another approach.

  • Bumping. I'm still not exactly sure why the recursive function that vee uses seems to miss sometimes.

  • This also should be posted in the "How Do I..." forum, not the general forum.

    I know I'm not a mod, but I hate when threads are scattered all over the place because it screws with people who search the forums.

  • Taking vee41's .capx and changing the moves for each token to 4 yields a similar result.

    <img src="http://i.imgur.com/iqyFp1C.png" border="0" />

  • Basically you want to create a 'browse' button that allows a user to select some sort of file, typically used by websites for uploading?

    It's probably best if you learned how to do this in HTML as that's the easier way.

  • That sounds like an efficient way of doing it, as an invisible object doesn't really do anything to performance.

    The in-game lag is likely due to something else, not the touch input.

  • You have separate animations for up, down, right, left.

    Create a global variable called PlayerShipDir.

    Create a series of conditions:

    PlayerShip is playing Up, then set PlayerShipDir to "Up"

    PlayerShip is playing Down, then set PlayerShipDir to "Down"

    PlayerShip is playing Left, then set PlayerShipDir to "Left"

    PlayerShip is playing Right, then set PlayerShipDir to "Right"

    Then make a sub-event below when space is pressed.

    PlayerShipDir = "Up" then set bullet angle of motion to 270

    PlayerShipDir = "Down" then set bullet angle of motion to 90

    PlayerShipDir = "Left" then set bullet angle of motion to 180

    PlayerShipDir = "Right" then set bullet angle of motion to 0

    And you should probably fix the problem of the ship flying backward.

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  • I'm going to have to bring this up again.

    vee41, are there restrictions or situations where the movement highlighting does not work? It seems to only work 'forward' and not account for spaces behind the object.

    For example, I am implementing highlighting of squares a program can attack. It uses essentially the same function.

    <img src="http://i.imgur.com/VccStqs.png" border="0">

    However, only squares that are 'forward' seem to be highlighted, with some to the side completely ignored.

    <img src="http://i.imgur.com/uyyLPlV.png" border="0">

    The same applies for program movement, although I've largely ignored it up til now because it seemed to 'fix' itself if you moved toward a square you should be able to move toward anyway. Here's an example of squares not being highlighted for movement.

    <img src="http://i.imgur.com/pisYOCd.png" border="0">

    The .capx in case you want to run and fire up the debugger to take a look:

    BoardGame.capx

    UPDATE: I've determined that the function doesn't check for spaces around corners. vee41, do you know how to accommodate for that?

  • Drag and drop -- inventory

    Dialogs

    using functions effectively

    I believe there are tutorials on these already.

    If there's anything I would want to see a tutorial on, it would be on creating an AI behavior (and I'm not just talking about the basic, AI pathfinds to player and moves toward player). You can create an AI behavior for a wide variety of genres, but there aren't many tutorials on behaviors because they are generally difficult to create effectively.

    For example, an AI in a platforming game that follows the player, but also stays some distance away from the player so the two sprites don't overlap. For example, if the player moves toward the AI, the AI moves forward past the player so their sprites don't overlap. Stuff like that.

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Excal

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