Excal's Recent Forum Activity

  • I'm currently utilizing a turn-based system to my board game.

    Player spawning and computer spawning works great, but after spawning is completed, I want the game to move on to gameplay. The first step is displaying a message to the player that it is his/her turn, but the message never fires for some odd reason.

    <img src="http://i.imgur.com/B264jrx.png" border="0">

    Relevant code:

    <img src="http://i.imgur.com/IhC0QMV.png" border="0">

    BoardGame.capx

  • Kyatric please move this to the Your Creations forum whenever you have time.

    The .capx has been updated once again for anyone who is interested in seeing it. Currently I'm working on creating a basic gameplay prototype. Compared to the last update, there is now both player spawning and computer spawning.

    I wasn't happy with the previous game UI so I've modified it and created a permanent UI in this version. I think in the long run this will work much better, but there are some things to change/add. Right now I'm not sure how many UI sections there needs to be, but I'll figure that out over time.

    <img src="http://i.imgur.com/HkOKfH0.png" border="0" />

    <img src="http://i.imgur.com/Ra3DZ9t.png" border="0" />

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

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

    I'm currently working with an artist and composer to create the media for the prototype. When that happens, I will start including a license file to indicate which parts of the project are open source (basically the events and setup) and which parts are not (the media).

  • I am going to second almost everything newt has said in here.

    I test almost everything on my iPad and phone, and believe me, DO NOT use the physics behavior unless you absolutely need it.

    My space shooter doesn't even use physics - it uses custom movement to 'simulate' physics in order to reduce CPU load. If you're aiming to have any sort of mobile viability, you need to be very careful with what objects are using the physics property and even then you need to consider how much physics is actually going on.

  • SOLVED!!

    <img src="http://i.imgur.com/v5q1RlR.png" border="0" />

  • Give each sprite a variable called Follow. This variable is equal to the UID of the sprite to follow.

    Give each sprite a variable called speed.

    Then just add whatever movement plugin you plan to use and have the sprite match angle and speed of the one to follow.

    In theory, this is how I would do it. I haven't actually done it before, so perhaps someone with more experience can give a more optimized solution.

  • Running out of ideas here. I've tried numerous things, and I'm not sure how to synchronize the two.

    If anyone has ever done something like this (delayed object creation WITH highlighting of the object spawn area), please help.

  • FPS is dependent on hardware and the workload demanded by a program.

  • I've updated the .capx to include a debug counter.

    <img src="http://i.imgur.com/SC2oP5J.png" border="0" />

    The reason why the computer's second and third spawns are much faster than the first is because the ComputerSpawn variable rapidly goes from 2 to 3.

    This causes the highlighting to happen quickly, meaning spawn positions 2 and 3 will become highlighted in quick succession instead of slowly, and I'm not quite sure how to change this.

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  • R0J0hound

    This definitely seems to work!

    <img src="http://i.imgur.com/fS0RvKu.png" border="0" />

    The other problem I'm having is the highlighting synchronization. The highlight on the first spawn works perfectly, but after the computer spawns its first unit, the other two spawn areas start to highlight even though the spawning only happens one at a time. Any ideas on how to synchronize the two?

  • Click 'Events' in the top toolbar. At the far right is a search feature.

  • Would like to bump this since one of the math wizards (@r0j0hound) seems to be on :D

    The problem: After the player spawns his units, I want the computer to spawn its units. Computer spawning is working, but I'm trying to control the timing so that the computer doesn't spawn all of its units at once but instead sequentially with a slight delay between each spawn. This is made difficult by the fact that I want the currently spawning area to be highlighted.

  • I think a 'trigger once per object' would be an excellent addition to the game.

    Right now I'm creating a board game where both the player and computer spawn units before the game starts. The trickiest part for me was creating computer spawning in a way that happens sequentially instead of spawning all of its units at once. I think a 'trigger once per object' would have made my events a lot simpler.

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Excal

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